Amazing! I have been using Houdini from last one and half years . And always try to look for new tips and tricks . Then i found your channel.. and now i open your channel everyday for new one . Hope you should also start something more advance using vex and vops! that would be very helpful ! and one more thing ! Your voice is loud and too clear which makes me understand the things in one time !
@flashato011474 жыл бұрын
158 thumb up 0 thumb down the most clear tips on the subject, even for idiots.Congratulations !
@scarabrae4 жыл бұрын
Excellent video, Tyler.
@cgforge4 жыл бұрын
Thanks Pete!
@ronitsadhukhan73416 жыл бұрын
really great video, you didn't only show stuff about houdini and redshift but did a great job by explaining how we should approach any simulation by looking at reference, thanks a lot for that. I have one question, in Mantra volume shader we have something called noise where we can put the rest fields and generate noise to generate extra details, can that be done in redshift?
@cgforge6 жыл бұрын
Hey Ronit, thanks for following along! With Redshift, it's not as direct as Houdini's pyro shader, but it is possible. I made a video about how to do that right here: kzbin.info/www/bejne/mKjaamavi7pqd7c Cheers
@ronitsadhukhan73416 жыл бұрын
@@cgforge found it man, thanks a lot
@znbk56524 жыл бұрын
is there a way to emit a light out of flame or fire?? like in mantra you can use volume light? but on redshift?
@cgforge4 жыл бұрын
Yes there is - but you need to be creative about it. Instead of a light, I often times create a seperate, low-res cache that's responsible for only the emission of indirect lighting. This ought to do about the same thing.
@tomallen58374 жыл бұрын
@@cgforge Would be nice to see an example of this. A night scene with fire would require illumination from the fire to the smoke.
@mrheydu4 жыл бұрын
Quick question, I have the velocity attribute on my low res sim but when I try to upres it that attribute is not coming through, any idea what I'm doing wrong?
@mrheydu4 жыл бұрын
Nevermind, I figured it out. thank you for the tut btw :)
@archonoff3 жыл бұрын
Hi Tyler What are the differences between 'heat' and 'temperature' fields in term of shading them? I have both of them after a simulation and I'm not sure which one to use (or use both somehow).
@cgforge3 жыл бұрын
Hey Oleg! Good question - when using Mantra, the standard workflow is to use heat as "where your flames are" (and how bright) and temperature as "what color those flames should be." Although, keep in mind that that's not a rule by any means. In practice, people will sometimes just use heat for both color and masking where the flames go. I've seen some workflows just use a re-mapped density field to control everything as well! So, at the end of the day, it's something that you need to experiment with. I personally don't use temperature, heat, and density because it can get heavy to save on disk. Plus, using many fields like that can get difficult to control. Instead, I usually just rely on density and heat to do everything. But - it's up to you on what works best for your workflow.
@archonoff3 жыл бұрын
@@cgforge > use heat as "where your flames are" (and how bright) and temperature as "what color those flames should be." That is so valuable information... Now as I know the idea behind those two fields, I can interpret them much more consciously. Thank you.
@KarlooAudi6 жыл бұрын
Hello. Could you make a tutorial on making simple fire for video game. Fireplace or torch or burning molotov :)
@cgforge6 жыл бұрын
Hey Karloo, that sounds like a fun idea! After I get done with my L-systems/Instancing course, I'll probably do a quick pyro series next. Thanks for following along
@sams_3d_stuff6 жыл бұрын
What's the division size in Smoke object?
@cgforge6 жыл бұрын
For this, I went by size at .15, but things were scaled up a bit in my scene, so at the default scale that would be .015... or about 21 million voxels for the heat field & 2.7 million in density
@ruthwebber-juggoo71795 жыл бұрын
hey tyler, thanks for the tutorial! really helpful. I was wondering if you could help me with getting the emitting object and the background to reflect some of the fire with the volume colour. I notice your jar reflects some of the light colour, is that just the contribution value in the volume light? I have set my contribution to 1 i nthe volume light as you have here but i would like to pass the shader colour to my objects as well. In mantra we attach the shader material to the volume light. Is there a way to do this in redshift?
@cgforge5 жыл бұрын
Hey Ruth, the first place I would check out is global illumination. Try setting that to brute force if it's not already and see what that does
@ruthwebber-juggoo71795 жыл бұрын
@@cgforge Thanks! that what is was. Do you happen to know what is the difference between brute force and cloud iridescence?
@cgforge5 жыл бұрын
@@ruthwebber-juggoo7179 Yep, totally! Brute force sends rays into your scene to bounce around and find areas that light would naturally bounce around at. It's accurate, but takes a huge toll on your render times. Irradiance caching is a way of generalizing the way light bounces in your scene. It's not as accurate as brute force, but it creates a cache which lives on memory (or vram for redshift) and it's much faster to render. There's a lot more to it than that, but in general, that's what's going on
@ruthwebber-juggoo71795 жыл бұрын
@@cgforge Thank you!! How did you learn so much about all this stuff!?
@cgforge5 жыл бұрын
@@ruthwebber-juggoo7179 Years of researching this stuff on my own, working on productions, and learning under other great teachers is how I've learned what I know. It takes a lot of time and work to build up the skills & knowledge :)