Houdini For The Artist - Quick Tips - Gas Up Res
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- Опубліковано 22 сер 2024
- To learn more about Houdini, be sure to visit www.cgforge.com
In this video, we talk about how you can use the gas up res node to improve the quality of your low-resolution simulations. I use the smoke and pyro tool-set for this example, but the same sort of thing can also be applied to any fluid simulation.
I don't think these little tips get the exposure they deserve. Thanks a lot again these videos really help out.
Thanks for checking out the vids Dedrich! I'm just getting started with these quick tips, so let me know if you'd like to hear about anything in particular.
@@cgforge I really want to know , How to stick Color map or Roughness map ON the fluid Mesh!! !Thanks!
@@zihengtongxue1146 That would be very interesting! I'll try to see if I can make that work. The way volumes shaders operate is different than your usual materials, but maybe there's a way we can combine some tri planars with rest fields, (or just render out a bunch of particles instead of volumes). With the rest fields lesson I did last week, you can also take that same idea and plug your noise into a color field instead of density. Thanks for following along!
You´ve literally saved my ass with this tutorial. Thank you so much!
Saved me DAYS of simming
I ran into problems with this, namely, I was getting an error on the GasUpRes node. But managed to get it working. Originally I only cached density in my low res. This is what caused the error. seems the GasUpRes node needs all the data from the original low res sim. So... When caching your low res, you must include all the volume data. eg: density, vel, rest, temperature and I threw in Cd as well.
Thank you @CGForge Keep up tips. It is much appreciated :)
Thanks for this comment! I was wondering why nothing worked.
Man thanks a lot. I was dying in disappointment with my little laptop. Thanks a lot.
You are going to heaven
Thank You very much, Tyler!
Maaan oh man, an amazing tip! If I may kindly request some tips for slow motion Flip fluids quality of mesh improvements tutorial that would be super awesome.
Very handy trick! Thanks a lot for sharing!
AWESOME!!....... didn't know that!....... that upres node is one of those nodes Houdini omnipotent gurus hate and generally never tell you they exist..... too "Cheap shortcut-ish" for them..... You should suffer and wait for ages in order to learn it right according to their philosophy..... Thank you for showing us this.
Just use whatever gets a good result! :)
Kinda weird that I cannot select smoke object in Houdini 18.0.460
Veryyyyyy helpful
thanks
Man id really love a look at your actual pyro settings for that little sim. Getting really interesting smooth character out of it. Looks like somewhat arbitrarily layering many turbulences til your eye is happy?
Hey Eric, I think the setting you might be interested in viscosity. That's what gives it that thicker, almost silky look
is the velocity disappearing after the up res?
Thanks for the tips but it doesnt work for me. After up-resing the sim my sim is gone. I can see the emitter with density but there is no smoke coming out in H18.
this is so useful! thank you!
Hi, I have a cached out sim, can I upres it after caching or do I need to do the setup, put the read file path in the upres node then cache out the low res?
Hey Ronit, here's how I like to do this: 1. Cache out the low-resolution simulation 2. Create my Gas Upres network by using the shelf 3. Tell my Gas Upres to read from the cached, low-res simulation 4. Simulate the Gas Upres and cache that result to disk as my final result. Does that help answer your question?
Tyler Bay hey, yes that answered my question. Thanks a lot
i wish this could be applied to the SOP solver, i can't find out how
Great!
i don't quite follow the downside you mention at 4:20, you say the original pyro node, but you are in the newly created up_res pyro dop, no?
Can this Gas Up Res work with the pyrosolver_gpu_explosion setup?
Ive done this to a small explosion sim... but can you uprez a flip sim too ?
Thank you very much for all the material and knowledge you drop on the internet, cheers from Argentina !!!
Hey Lucas, great question! The answer is yes - you totally can do that. Just keep in mind that the gas up-res will give you approximated results and is not as accurate as a full-blown simulation. But - as long as it looks good - that's all that matters really.
@@cgforge Thank you ! :D
can this work with axiom solver too?
If you feed the upres with smoke made by axiom, then I don't see why not!
Man, thanks you soooo much !!!
Just a tiny question that can be stupid but prefer to ask
Why do u convert it to a VDB at the end ?
Hey Grey Knight, I do that at the end because VDBs bring down the file size a little bit, they perform better in the viewport, and they're easier to work with just in case you want to do re-sample the volume, reshape it, or anything else down the road.
@@cgforge Ok !
Yeah the fact that they calculated only the "real" density and not all the area should have talk to me, indeed.
Thanks alot really !
Iam doin' a tornado and i was crying with size file and simulated time ( coz its on big scale ).
Thaaaaanks alot.
Big love to you.
So cache it twice is faster than one single heigh res cache?
It can be - especially if you are going through multiple iterations with a client.
whats the equivalent to this node in 19.5?
All those nodes are still there. But, you'll probably want to use this with the original pyro solver if you go the upres route. I can't guarantee that it'll play nicely with the sparse pyro solver.
I try to get this to work, but the upresdop doesn't seem to sim it. It basically sims everything within a few seconds. The smoke sim is pretty big. Does someone have any idea why it doesn't work?
Hey Michael, I'm not sure what might cause that without looking at the scene file. But, try keeping your first smoke sim small. Doing that will help the upres
@@cgforge I used a wrong input in the volume source tho, unfortunately my sim isn't really small.. My sim is actually beyond huge so it's a lil hard
Does this trick need a lot of ram ?
Hey Andriy, that probably depends on how high you crank up the settings. I'd recommend at least 32 gb with Houdini, and my workstation is at 64 gb