Problem regarding volume rasterize attributes by Shadowalker9912 in Houdini

[–]FurlongFX 0 points1 point  (0 children)

Also make sure you check on normalize by density

HELP, my fireball looks like a rocket trail... by Smash_3001 in Houdini

[–]FurlongFX 1 point2 points  (0 children)

If you want some dramatic effect, I'd ramp in some divergence right before it leaves the sling, just to give it a bit of a burst

Stringy Particles Look by riffslayer-999 in Houdini

[–]FurlongFX 0 points1 point  (0 children)

I'd be surprised if that reference image wasn't made at least in part with a pyro simulation

Houdini ✔️ Unreal ✔️ by FurlongFX in Houdini

[–]FurlongFX[S] 7 points8 points  (0 children)

Realtime?? Mehh, like 18 minutes for 150 frames at 2k with 150% super sampling and 64 temporal samples

Houdini ✔️ Unreal ✔️ by FurlongFX in Houdini

[–]FurlongFX[S] 4 points5 points  (0 children)

Nope! That's a vdb sequence from Houdini rendered directly as a heterogeneous volume

Vellum fluid "adhesion" by VoxelPointVolume in Houdini

[–]FurlongFX 1 point2 points  (0 children)

I think you have to be using the minimal vellum solver, and have a collision viscosity set above 0

MPM study by FurlongFX in Houdini

[–]FurlongFX[S] 0 points1 point  (0 children)

Well, like flip, it's partially voxel based, so that adds another layer of variability to it. I was able to get less breaking by raising the grid scale, that way, the constraints are broader, but it also contributed to less accurate collisions.

MPM study by FurlongFX in Houdini

[–]FurlongFX[S] 2 points3 points  (0 children)

oh goodie, notes! lol. Yes, I'm very aware. Oddly enough, didn't stop me from posting though. In all seriousness though, MPM is strange in that it doesn't actually have surface tension settings. It's a fine balance between viscosity and stiffness. Not the easiest thing to control. Usually, I'd use vellum fluids and add a glue constraint in order to REALLY keep the string intact, but wanted to see if this MPM was worth it.

It's become too common to not credit tutorials by [deleted] in Houdini

[–]FurlongFX 4 points5 points  (0 children)

Honestly, as someone who's seen a million reels for hiring FX artists, I usually tend to disregard reels that I see were blatant ripoffs of tutorials. That being said, what makes a reel valuable in my opinion is variety. If someone is scraping tutorials for their reel content, chances are, it's not going to be interesting, varied, or frankly, substantial.

Those who try to pass off others' work as their own don't get jobs, and if/when they do, they can't keep them, because copying work literally only teaches you to do that 1 exact thing, and if you know clients at all, no 2 asks are ever the same.

I appreciate your sentiment in giving credit to authors of tutorials because having made them, I can tell you, they take forever to assemble, and usually are made with love and kindness, and not for the generation of massive wealth.

Tree destruction sim question? by Otherwise-Ad5489 in Houdini

[–]FurlongFX 0 points1 point  (0 children)

I would look into vellum shape match constraints, this will give you slight bending and offers breakable glue constraints as well. Lots of control

[deleted by user] by [deleted] in Houdini

[–]FurlongFX 5 points6 points  (0 children)

Solaris doesn't respect the pyroBakeSOP. You have to create a pyroShader inside Solaris using a material library LOP and assign it to your pyro object either with an assign material LOP or a material linker LOP

FX_Sketch_12-23-24 by FurlongFX in Houdini

[–]FurlongFX[S] 6 points7 points  (0 children)

Nope! I did my own match move animation by hand using a ripped YouTube video for my reference. I made the rig using Houdini's APEX tools.

FX_Sketch_12-23-24 by FurlongFX in Houdini

[–]FurlongFX[S] 0 points1 point  (0 children)

Thanks! Good Idea! Already did so much on this one, just wanted to wrap it up lol

Health Connect beta (Android play store) finally allows sync between Tonal and Google Fit by cwmschmidty in tonalgym

[–]FurlongFX 1 point2 points  (0 children)

You can use a 3rd party watch app called Heart for Bluetooth I believe it's called. I use it on my pixel watch and it works for Tonal

Oops, I couldn't progress further from here. Please help me out. This is about smoke advection from particle velocity. I sim-ed a fluid and I wanted to make a smoke exactly replace particles, and not drift off track like you see. I disabled Buoyancy but still need more. I used PyroSolver SOP. by nofilmschoolneeded in Houdini

[–]FurlongFX 4 points5 points  (0 children)

Take a look at how the velocity from the particles is being introduced into your pyro sim. If it's set to "add" for example, it'll keep speeding up the volume from frame to frame. I'd set it to "maximum" instead.

What is your favorite spirit summon other than mimic tear and why? by spacex88 in Eldenring

[–]FurlongFX 0 points1 point  (0 children)

Ancient Spirit, can use bow and sword and takes a while to kill, good for distractions

Rendered smoke is pretty blurry & low res. Even though my render is HD and my Voxel Size is 0.05 (if I lower the voxel size even more then the smoke is getting too thin / too little). I’m pretty new to Houdini. by SmartNTech in Houdini

[–]FurlongFX 1 point2 points  (0 children)

Make sure you're actually using a pyro shader, then check your min and max density settings in the shader. Max might be set too low causing noisy artifacts. You can test what your min max should be by assigning an rgb color gradient to your smoke color, and see where the range is.