Opacity in Fire
48394 51 6- Nima
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hi
i have problem in houdini when use pyro fx.
i see create custom pyro fx from digital tutors but i don't get answer my question.
my question is: how you can control opacity of the Flame?
for example how can i create this fire:http://www.youtube.com/watch?v=OPN2UPD_v3o [youtube.com]
when i create sphere and add Flame on that , flame is very chromatic and seems fire is painting!!!
i reduce brightness of the fire in shading tab but still i get chromatic Flame
please help me how can i create transparent fire like maya flame example and like above video.
thanks.
i have problem in houdini when use pyro fx.
i see create custom pyro fx from digital tutors but i don't get answer my question.
my question is: how you can control opacity of the Flame?
for example how can i create this fire:http://www.youtube.com/watch?v=OPN2UPD_v3o [youtube.com]
when i create sphere and add Flame on that , flame is very chromatic and seems fire is painting!!!
i reduce brightness of the fire in shading tab but still i get chromatic Flame
please help me how can i create transparent fire like maya flame example and like above video.
thanks.
- Sadjad Rabiee
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- Nima
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1_please explain for me how did you create this fire?
just change field shape ramp for fire in material tab?
2_how can i render this fire in Mplay with alfred and renderman because when i create camera and add prman node for render , houdini console say can not find procedure of prman!
please help.
thanks.
just change field shape ramp for fire in material tab?
2_how can i render this fire in Mplay with alfred and renderman because when i create camera and add prman node for render , houdini console say can not find procedure of prman!
please help.
thanks.
- Sadjad Rabiee
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Yes ,I just use ramp parameter for this project.
To make good fire with sharpen edges ,Just set last point of the ramp to zero.
You can achieve perfect fire with ramp parameters like FumeFX (even better than it !)
I'm sorry ,I didn't work with Render Man ,But why you wanna use it ?
Mantra is faster and better rendering engine for volumetric phenomenon. :?
To make good fire with sharpen edges ,Just set last point of the ramp to zero.
You can achieve perfect fire with ramp parameters like FumeFX (even better than it !)
I'm sorry ,I didn't work with Render Man ,But why you wanna use it ?
Mantra is faster and better rendering engine for volumetric phenomenon. :?
- Nima
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- anon_user_37409885
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- Sadjad Rabiee
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Yes ,You should install renderman seperatly ,But try render your volumetric effects via Mantra and render others in the RM !
I think Rendering volumetric phenomenon with Motion Blur , Volume and Soft Shadows , Sampling(without noise and flicker) and … in the Mantra are greatest and faster than RM .
Also too many big companies use Mantra for volumetrics instead RM. 8)
I think Rendering volumetric phenomenon with Motion Blur , Volume and Soft Shadows , Sampling(without noise and flicker) and … in the Mantra are greatest and faster than RM .
Also too many big companies use Mantra for volumetrics instead RM. 8)
- Nima
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- Nima
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- anon_user_37409885
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You might find this set of tutorial videos quite useful. It gives a lot of details about the pyro tools in Houdini12. They might be slightly different now in H13 but much will be the same.
Pyro FX 2 Shader Videos
http://www.sidefx.com/index.php?option=com_forum&Itemid=172&page=viewtopic&t=25248 [sidefx.com]
To change the color of fire; you can use the Shop shader for the render, or the Pyro node in the AutoDopNetwork to set the colour in the viewport, then use the Util tab in the Pyro shop shader to ‘Apply All Transfers’
The detail of the fire when close up is related to the voxel size, these are the 3d pixels that are used in the simulation, and the Shop shader settings, that affects the render. Changing these can dramatically add detail.
Good discussion on pyro shader:
http://www.sidefx.com/index.php?option=com_forum&Itemid=172&page=viewtopic&t=28149&highlight=flames+color+colour [sidefx.com]
There is also quite a bit of useful related info if you search this forum and the Odforce ones. try searching “flames colour” and see if it helps.
http://odforce.net [odforce.net]
Pyro FX 2 Shader Videos
http://www.sidefx.com/index.php?option=com_forum&Itemid=172&page=viewtopic&t=25248 [sidefx.com]
To change the color of fire; you can use the Shop shader for the render, or the Pyro node in the AutoDopNetwork to set the colour in the viewport, then use the Util tab in the Pyro shop shader to ‘Apply All Transfers’
The detail of the fire when close up is related to the voxel size, these are the 3d pixels that are used in the simulation, and the Shop shader settings, that affects the render. Changing these can dramatically add detail.
Good discussion on pyro shader:
http://www.sidefx.com/index.php?option=com_forum&Itemid=172&page=viewtopic&t=28149&highlight=flames+color+colour [sidefx.com]
There is also quite a bit of useful related info if you search this forum and the Odforce ones. try searching “flames colour” and see if it helps.
http://odforce.net [odforce.net]
- Nima
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hi
thanks for your help.
i have new problem for rendering fire in houdini.
when i render fire with mantra view this fire in Mplay and i save sequence in tif but when i open in AE it is just black image and not have any fire on that.
also i open tif file in nuke but fire view with default color for example when i have red fire in Mplay nuke view this fire in yellow color (default color) from houdini.
please help.
thanks.
thanks for your help.
i have new problem for rendering fire in houdini.
when i render fire with mantra view this fire in Mplay and i save sequence in tif but when i open in AE it is just black image and not have any fire on that.
also i open tif file in nuke but fire view with default color for example when i have red fire in Mplay nuke view this fire in yellow color (default color) from houdini.
please help.
thanks.
- anon_user_37409885
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- Nima
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- anon_user_37409885
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- Nima
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- anon_user_37409885
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- Nima
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- Nima
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- anon_user_37409885
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- Skybar
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Create a new image plane on your Mantra ROP, write “ fire_mask ” as the VEX Variable and choose Float as the type. On your pyro shader under Utils -> Export you can find other image planes to export as well. Next change the Sample Filter on your image plane to Full Opacity Filtering. Now you can use this as your alpha. It might even work writing “ alpha ” as the Channel Name to get it in the alpha, but I haven't tried that.
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