The integration of RS in Houdini is very well done. For rendering, I used Redshift for multiple reasons. These days with fast SSD/NVME drives you can load 2-3GB of data in an instance. Resolution of the grid was 500-1000 voxels cube grid, which I was still able to run with GPU openCL on GeForce 1080 TI Saving TimeĮverything was pretty much cached to disk, so pre-render scene conversion/preparation time was minimal. Velocities were sourced from soil chunks, from grains particles, from tree branches even leaves. I took velocities from all the elements and sourced them into pyro vel field.įinal pyro sim was done with 2 DOP substeps and 4 solver substeps because some motions were quite fast. It was very important to create a variable velocity field of the air to oppose the dust motion. It’s just gravity, speed, and weight of the dust versus the resistance of air. There is no temperature here, no buoyancy. No reason to calculate sources each time you do so, just do it once and read from the disk.įor the actual sim, it needed a proper balance of forces and density. You are probably going to run pyro sim dozens of times before you set it right. Before doing actual Pyro sim, I advise you to cache out any sources to disk. You can further improve the dust emission location with some variation of density by UV noise, REST noise or similar to make it look more natural. Secondary, I emitted from the pop-grains too, again with some appropriate filtering or at least age ramp. If you are using packed RBD sim, you can use Debris Source node as a start, and filter the results more with age, speed or acceleration. Primary these were zones where bigger chunks break apart. Pyroįor Pyro dust emission I used multiple sources. After everything was done, I replaced the proxy geo back with the proper leaf meshes. Some of them could break and fall and are passed into a separate POP sim. Boxes are then simulated as packed RBDs with limited position and rotation constraints, so they don’t move too violently. First, I isolated locations of leaf stems, populate the structure with flat boxes, correctly oriented, based on xform matrix of original leafs geometry. Please note that we do not provide support or troubleshooting for higher versions.Leaves are done in a separate sim. You can learn production techniques through this tutorial. This tutorial was recorded using Houdini 18.5, and we cannot guarantee full compatibility with higher versions. Any user who has committed the above-mentioned infringements will be automatically canceled from the service, and all the funds received in advance will not be returnable, and may be subject of legal proceedings and claims to the maximum extent permitted by law. When you purchase this tutorial, you agree to these terms. In addition, all the materials in the accompanying projects of this tutorial are only for personal learning or personal projects, and cannot be used for commercial purposes. Without our permission, you are not allowed to copy, download, upload, modify, spread, distribute, display, lend, sublet, resell or share with anyone for any purpose, or upload to any platform for any purpose. This tutorial is only open to individual users. This tutorial is copyrighted by VFX Grace, protected by the US Copyright Law (Title 17, U.S.C.) and other intellectual property rights, and has been registered for copyright protection. The corresponding Hip file and Comp file for free.ġ0_Scene Assembly, Lighting, Rendering - Part 1ġ1_Scene Assembly, Lighting, Rendering - Part 2ġ2_Scene Assembly, Lighting, Rendering - Part 3Īll rights reserved. This tutorial concentrates on the technical points involved in Volcanic Eruption, without unrelated techniques.ħ.5-hours of recorded videos, 14 episodes in total. More simple cases are used to make it easier to understand parameters.įull process gives you an in-depth understanding of large-scale scenes. In the scene assembly section, a large number of elements of optimization, processing, placement, complex lighting process, and rendering in layers, all of those can definitely give the learners who want to create epic large-scale scenes enlightening guidance.Ĭomprehensive, large-scale, involving multiple modules. Besides, there are more modules included, such as Height Field, FLIP simulation on lava creation, RBD simulation on terrain destruction, scene assembly, material, lighting, rendering, and compositing, etc, which gives you an overall knowledge of Houdini. Due to the step-by-step nature of Pyro simulations, it’s also suitable for beginners. This tutorial mainly focuses on Pyro simulation, and involves various pyro simulations like the volcanic plume, the volcanic bombs, sparse smoke in the air, shockwave smoke, smoke and fire spreading on the terrain, and smoke from rolling rocks, to give you an in-depth understanding of Pyro.
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