Opacity in Fire
48385 51 6- Nima
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- Sadjad Rabiee
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I made all needed setup to achieve good fire in my last post for you . :?
I used same setup for my personal project in the H13 Splash Window Contest !
To Render Alpha Channel you have two way :
1.use fire_mask Image Plane (exactly like Skybar post)
2.Make some simple changes in the fire's shader to render fire_mask in the standard Alpha Channel .
I made this 2 steps in the attached project with detail notes
Also I made simple Nuke project to use Alpha Channel in these 2 method for you 8)
I used same setup for my personal project in the H13 Splash Window Contest !
To Render Alpha Channel you have two way :
1.use fire_mask Image Plane (exactly like Skybar post)
2.Make some simple changes in the fire's shader to render fire_mask in the standard Alpha Channel .
I made this 2 steps in the attached project with detail notes
Also I made simple Nuke project to use Alpha Channel in these 2 method for you 8)
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- Sadjad Rabiee
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- Nima
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- Sadjad Rabiee
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- Nima
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- Sadjad Rabiee
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Maybe this causing of your color space :?
for example change your color space from read node in the Nuke to others like SRGB
Another important note is to use right Image format to save all of the image's data (without any clamping)
I suggest you to use openEXR format. It's very cool for VFX shots 8)
So save your fire in the EXR format and open it in the Nuke and check your Colorspace
NOTE : Houdini's default ColorSpace is Linear !
for example change your color space from read node in the Nuke to others like SRGB
Another important note is to use right Image format to save all of the image's data (without any clamping)
I suggest you to use openEXR format. It's very cool for VFX shots 8)
So save your fire in the EXR format and open it in the Nuke and check your Colorspace
NOTE : Houdini's default ColorSpace is Linear !
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- mohitsherman
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mohitsherman
Hi
Call me ignorant but I would like to know how and why you made decision to raise the range of field shape in color density and increase the ramp value of 2 by decreasing the end values.
If your meant is my Attached Fire Project ,That's because two reason :
1. If you decrease end value of the ramp ,you take very pretty sharpen edge from the flames.
2. If you increase other points of the ramp bigger than 1 ,your Color range from darkest and lightest area from the fire is more
wide-spreading(for example between 0 to 4) ,So you can use this color range in the Compositing software (like Nuke) to assign some special effects like glow more perfectly !!!
Of course to save all of the Color's data (to prevent clamp range to 0 and 1) ,you should use right Image's format ,I prefer to use openEXR format but you can use another formats like tiff(32 bit) , Houdini Image Format (PIC) and etc
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So I have tried something after going through Joker's file and I am not satisfied with the result. So here are my queries:
# How can I control my smoke so that I can only receive smoke at top of the Fire?
#Why I am getting that greenish hue in the bottom of the fire and how can I remove it ?
# At present my fire lacks detail so how can I increase detail in the fire?
#I want to render it with sphere being visible as now the sphere is converted to volume so what is idle process to achieve something like that,I don't wanna indulge in any post process.
# I have also enclosed the file for your consideration the current render is of 47th frame.
# Please help me in improving the render setting what should be the idle render settings for rendering.
- Sadjad Rabiee
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mohitsherman
I don't know ,But maybe you like this fire 8)
This image is exactly your fire at frame 47 ,But with different shader and light :arrow:
I believe that to approach a perfect Fire ,Simulation Details like Division Size ,Turbulence and Swirl and … are not just important ,Lighting and Shader and Compositing are really important too :wink:
For example you can make a little sharp your Fire in the Compositing instead of increase Division Size in the Simulating process to prevent waste time :idea:
I made some little changes on your shader and lights to make better result (I Hope ! ) and I think using environment and sky light in the Fire and smoke project is not very good idea because long render time !
Also to render just Fire you don't need to increase your pixel samples (12 , 12 Wooooow !!!)
Check attached file and I made a simple Compositing network in your file 8)
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- Nima
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- Sadjad Rabiee
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NimaNolan
Mamnon az shoma :!:
but in material shader i create glow node and connect color and alpha from glow to Cf and Af of surface_output for get glow effect.
but when i do that my fire is completely white!!!!!
how can add glow effect like maya?
thanks.
Houdini doesn't have automatically Glow effect (Post Processing Effect) exactly like Maya , But you can make manually this Maya Post Process Pipeline for Glow in the Houdini !
Of course in the Professional VFX/Animation projects we don't use Maya Glow and we should pass this effect to the Compositing process !!!
But I made a simple Maya Glow pipeline in the Houdini just for acquaintance 8)
In this project I made global Glow setting for all of the materials ,But If you wanna have different Glow parameters for each material exactly like Maya ,So you can create and save Glow attributes (for example Intensity) for each material in the “Extra Image Planes” in your Rendered Image File and finally use this Image Planes in the Compositing Network to define different Glow parameter for each Material :idea:
To check this project Just press Render button from Check_Me node
- Sadjad Rabiee
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- Nima
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- Sadjad Rabiee
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- Nima
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when i create geometry and i use pyro FX to burn it, in same area where the geometry burn fire not good shape that i show you on red area in image
(atish dar atraf jesme sozande shode rad rad ya laye laye hast) i understood with decrease buoyancy lift can solve this problem but the flame height will be low and not rise too much even with increase flame height parameter!
(atish dar atraf jesme sozande shode rad rad ya laye laye hast) i understood with decrease buoyancy lift can solve this problem but the flame height will be low and not rise too much even with increase flame height parameter!
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