I agree completely. Look, I wish I had time to sit down and go through a 2 hour tutorial every night. (which is multiple times that in time you need because you're having to stop the video and look at the screen and actually do things while learning.) But, since we have to work for a living and live life, these 7 minute tutorials are utterly perfect!
Yes! Although that can be a bit of a slow operation when running over millions of particles. But I did use the attribute blur method as well for some FX!
I think so, yes. It's just a velocity field after all. You would need to create this new field inside the pyro dop net though, you might be able to use a gas field vop to generate the volumegradient of the density inside the vop, and add it to the "vel" field. I'm not sure if that would work though, I'll have to try it first! This master class on pyro may be able to help : vimeo.com/454912381
@@voxyde I tried these 2 lines of VEX in a gas field wrangle with no success so far: vector grad= volumegradient(0,"density",@P); v@vel += grad*0.1; any suggestion? :)
Love this kind of short, specific and very informative tutorial ! You're very clear and straightforward :)
I agree completely. Look, I wish I had time to sit down and go through a 2 hour tutorial every night. (which is multiple times that in time you need because you're having to stop the video and look at the screen and actually do things while learning.) But, since we have to work for a living and live life, these 7 minute tutorials are utterly perfect!
I love this series. Full of useful informations. Please make more of these videos.
This is fantastic, I love your tutorials man
Thank you. This tutorial make me understand more about VFX in Houdini
Nice look you get there. Thanks for sharing.
Nice explanation. Going to try something using the concept
Thanks for sharing your knowledge with us.
Glad it was helpful!
Great tut. You explaind very well. Thanks
Great one bro,really appreciate ur efforts. ❤️
Thanks ✌️
That was awesome! Great tip!
Thank you for the generous sharing
Attribute blur on advected particles, set to proximity can also create something similar.
Yes! Although that can be a bit of a slow operation when running over millions of particles. But I did use the attribute blur method as well for some FX!
Thank You very much!
Thank you 🙂
This secret need to stay hidden 🤫, omg this the secret of cool looking magical effect.😱
Haha I'm sure everyone who's been in Houdini for a bit knows it. It's been around for years :D
thank you
interesting thx!
Amazing video! Would it be possible to advect in the same way the pyro sym itself?
I think so, yes. It's just a velocity field after all. You would need to create this new field inside the pyro dop net though, you might be able to use a gas field vop to generate the volumegradient of the density inside the vop, and add it to the "vel" field. I'm not sure if that would work though, I'll have to try it first!
This master class on pyro may be able to help : vimeo.com/454912381
@@voxyde I'll study this video. Thanks for the link! Make a video on the topic if you can. I'd love to c it.
@@voxyde I tried these 2 lines of VEX in a gas field wrangle with no success so far:
vector grad= volumegradient(0,"density",@P);
v@vel += grad*0.1;
any suggestion? :)
i still cant give my.particles that magic feel