Now we’ve edited our source a bit we can look look at the DOP Network. You will see the Division Size is already linked to the resolution of our Pyro node in the pyro_sim which is good practice to get into, however to further increase the source resolution you can add a multiplier (*0.5 for example) to add extra voxels and detail. The look of our final simulation will be improved by increasing this amount which can be done in the Settings tab. Lastly, if you bring up the info panel again you will see the current voxel count for our Fuel and Temperature parameters (mine is 4096). In the Noise tab there are plenty of parameters to play with in order to get the desired size, shape and behaviour of your noise and we will look at these in greater detail in the specific simulations later. If you just have one solid fuel the fire will look very arbitrary and boring whereas the lack of fuel at certain points is what creates interesting flame “licks” and sparks – the best way to create this effect is by adding noise. Rickles explains that the way interesting fire is created is not actually from the amount of fuel you have but actually through the absence of it. In addition this, in the SDF From Geometry tab, the size of our source volume relative to the original sphere geometry can be manipulated via the Edge Location and Out Feather Length values. ![]() Scalar VolumesĬurrently both these parameters have a Scale of 1 however this can be edited in the Scalar Volumes tab, here you can increase and decrease the Scale of both parameters and the effects of this will be visible in the viewport. Both of these are essential for pyro simulations, Fuel is the area that fire is created from and Temperature is what tells that Fuel to ignite. If you jump into the pyro_source_sphere network and display the info panel (hold MMB on the node) for the Fluid Source you will see two parameters are being created: Fuel and Temperature. This essentially creates a moving bounding box for your simulation that resizes and adapts as necessary to fit the simulation, the purpose of this is to optimise your simulation times. There is one other node in this network that is less important but still relevant, the Gas Resize Fluid Dynamic (resize_container). Lastly, the Pyro Solver is where all the calculations that define the actual look of the fire happen, from here you can control the shape, level of combustion and more or less every other detail of your fire. This data is then scaled and has its role in the simulation defined via the many parameters in this node. Next is the Source Volume (source_fuel_from_sphere_object1) just looking at the name it should be pretty obvious what this does, it imports the fuel data from the sphere_object1 network. This node contains a lot of the information concerning the size and resolution of our simulation as well as options to visualise different parameters such as temperature, fuel, and divergence. Firstly, on the far left, is the Smoke Object (pyro). As before, this is where the majority of our simulation takes place and there are 3 key nodes we need to take a look at. Unsurprisingly, next we have the DOP Network created by our shelf tool – pyro_sim. This is the equivalent of our “Source” networks in ocean simulation and so I will rename this network to pyro_source_sphere. The most important of these is the Fluid Source node (create_fuel_volume) as the name suggests it adds fuel information to the sphere geometry, preparing it to be set on fire. The network created when we created our sphere was renamed after we added flames from the shelf to sphere_object1 and if you jump inside you will see a number of new nodes that were not there previously. ![]() Immediately if you hit play you will already see we have our sphere on fire, but how did Houdini do this? Sphere_Object1 This immediately creates 2 new networks and modifies the sphere network as well. Jumping straight in, just to demonstrate how to set up a really quick pyro simulation Rickles creates a sphere and then, with the sphere network selected, hits the Flames button in the Pyro FX shelf. The first module in the course is an introduction to the principles of pyro simulations in Houdini. While I will only be using one tutorial for this process, it is longer than any of the individual ocean tutorials, so should bring my knowledge to a similar level. ![]() In order to learn how to create pyro simulations in Houdini I will be using another tutorial from Pluralsight: Introduction to Houdini Pyro FX by Sam Rickles. I actually had a brief experimentation with pyro before I had defined my project properly and am excited to reacquaint myself with the toolset after so many weeks. While my Ocean simulation is rendering in uni, it is time I started work on the second area of my project – pyro simulations.
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