Houdini: week05

Node:

Bend:This node lets you define a capture region around (or partially intersecting) a model, and apply deformations to the geometry inside the capture region.

Volumetric light:

When a light-shielding object is illuminated by a light source, the radioactivity of the light present around it leaks, which is called volume light. The lighting under this special effect gives people a visual sense of space compared to the lighting in previous games. Can provide more realistic and characteristic visual effects.

Volumetric light environment material:

Render:

Smoke&Flame&Explosion

Node:

Volume Rasterize Attributes: The Volume Rasterize Attributes SOP takes a cloud of points as input and creates VDBs for its float or vector attributes.

In Houdini, naming is very important. There are several names in making firework explosion special effects: Density, Temperature, Fuel, etc., which control different variables respectively.

Distance field:Creates a signed distance field (SDF). An SDF stores the distance to the surface in each voxel. (If the voxel is inside, the distance is negative.) After the distance field is calculated, the closest distance between any point in the field and all reference objects can be obtained.

Density field:Creates a density field. Voxels in the band on the surface store 1 and voxels outside store 0. The size of the filled band is controlled with the Interior Band Voxels. Turn on the Fill interior to create a solid VDB from an airtight surface instead of a narrow band.

Smokesolver

The smoke solver provides the basics of smoke simulation. If you just want to generate smoke, the smoke solver is useful since it is simpler and expert users can build their own extensions on it. However, the Pyro Solver is more flexible.

smokesolver_sparse

The Smoke Solver is able to perform the basic steps required for a smoke simulation. Pyro Solver (Sparse) extends the functionality of this solver by adding flame simulation along with extra shaping controls.

Pyrosolver_sparse

This node is an extension of the Smoke Solver (Sparse). It considers an extra simulation field (flame, which captures the presence of flames) and adds some extra shaping parameters to allow for more control over the emergent look.

Density:Smoke density

Temperature:It controls the speed of smoke diffusion, the hotter the faster

The nodes of flame
The nodes of explosion

These are my final effects.

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