Houdini provides so many different ways to build up networks that we must always KISS: Keep It Simple Stupid.
This webinar will focus on simplifying the simulation of Pyro in Houdini. The main topics covered will be:
- Building Pyro Simulations inside an object
- Building up sources, colliders, pumps into a DOP Network SOP using VDB volumes
- Placing File Cache SOPs as explicit cache points for sources and resultant data
- ROP Network to automate results
These ideas can be used to simplify all the other solvers inside Houdini as well. KISS at work with no compromise for the task at hand.
KISS always places efforts on the initial setup and tools that support the easy construction and deployment of Pyro work. Building tools and workflows to keep FX TDs in the zone.
The first task will be to keep simulations contained to a single object. The network graph becomes easy to read with all inputs and outputs clearly defined. File Cache SOPs in the network as clear cache points are important. Shelf tools can still be used but most will be made redundant with this workflow.
Building pre-roll into simulations is important for production. A pre-roll of 100 frames and 4 digit padding on all cached files will be built in to the workflow.
A ROP Network will be built to support the simulation in production to make repeated re-use of the network easier.
The HIP file itself can be the starting point for all future Pyro simulation set-ups or HDA's can be used to provide in-situ construction of Pyro simulations. All up to you and KISS should always be considered.
Funny story... The last file, the dancing guy dissolve thingie, the guy who asked for how to do that, I thought he had an animated butterfly he wanted to dissolve - eh, no - he wanted to dissolve something into butterflies... Oops. :D
But that sounded like fun and as I had time between other things I thought I'd set it up. The flight behaviour is quite crappy and the transition is kinda faked, but I plan to set this up on an animated mesh as well as try another CRAZY idea I got for a dissolve like this, so I might tinker more with that in upcoming scene files... :)
Update May 28: I got a lot of questions on this one. * Can you combine this with actual particles? Yes, I updated the file with an example of that. * Do the flakes collide with the body? They do in the updated scene. * How can you have the mesh movement swirl the flakes? Either do an airfield or you can kind of fake it transferring mesh velocity to the closest particles, which I included an example of in the updated scene file. :D