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For this project I am recreating burning incense smoke in Houdini. The video above is the reference I will be using for this project.

Project Blog

5/27/25

  • This is my final render for the project.

5/25/25

  • I got a new render with an updated texture and lights.

5/24/25

  • By decreasing the birthrate of the points in the popnet I have gotten my points to die quicker so they are not freezing in random places but the issue is still not fully resolved.

  • I have also gotten out a render of my scene

5/23/25

From my last post I fixed my banding issues and got my custom velocity working.

Screenshot from 2025-05-24 17-28-51.png
Screenshot from 2025-05-24 17-28-36.png
  • I have the custom velocity working on the smoke sim and it is going in the correct direction.

  • I have some banding issues but they don't appear in render view

  • Some points from the popnet are freezing I currently patched this issue with lowering the birthrate.

5/21/25

Using the notes I got from class I worked on a couple things.

  • adjusted the look of my pyro source by changing my density, temperature, direction, and fixed the banding

  • I adjusted the look of the wisps and fixed the direction

  • I also started creating a custom velocity field

  • current issues are lots of banding with the wisps, source smoke and wisps are not lining up with the velocity.

Screenshot from 2025-05-21 08-40-23.png

5/16/25

 I have continued to work on the direction of the smoke but I am running into animation and stepping issues. The points that are being used are freezing and not moving when manipulated by the pop wind node. I tried manipulating wind speed and direction as well as the air resistance but there is something that I am missing. When the pop wind is ignored the points constantly move but not with the pop wind. In addition to that I need to match the speed better to my reference. I changed the temperature of the pyro source node but this net me little results. I opted to change the time scale of the smoke dop network and this seemed to work but I will also look for other solutions. today I also worked on look dev and created a simple wood texture for the incense box, created and scene set up, and match the lighting of the reference. 

renderTest.png

5/14/25

Today I worked on getting the smoke to blow in the right direction. I achieved this by using a pop solver and using a pop wind node.  

5/12/25

This week I am going to try to get the smoke to blow in the right direction. Currently I am using a normal solver to create my smoke effect however when I try to use wind on the pyro solver it breaks. I am trying a pop solver instead of just a solver to get the effect that I want but I am unsuccessful so far.  

5/10/25

Today I looked at Alessandro Pepe's cigarette smoke tutorial on his FX Thinking blog to help me get a more accurate effect. He used his pyro solver to get the velocity for his effect then used points to create the actual effect. I like this method because I like the amount of control I have over the effect. I also did some look dev today and created the wood stand that is in my reference.

Screenshot 2025-05-13 231009.png

This model is will be updated and I will have to texture it. But this is how I am achieving my smoke effect.

Screenshot 2025-05-13 231236.png

In the sop level I am using a box to create points then in the wrangle node applying age to the points. I am merging in the pyro solver and converting it to a vdb to get the velocity. Last putting that into a standard solver.

I am then using an add node to create curves for the points created by the solver. which is then put into a resample and a convert to make it into a NURBS curve into another resample to cap the length. Finally I have a wrangle which sets my pscale and ages my density so the smoke has different thickness. This all goes into a volume rasterize and connected to a vdb to get the density and voxel size which creates the smoke.

Screenshot 2025-05-13 231657.png
Screenshot 2025-05-13 231939.png

This is inside the previously mentioned solver which created the points for the effect which is then converted to lines and aged so the points die and don't create a super heavy cache.

Screenshot 2025-05-13 231958.png

5/9/25

Today I was using just the pyro sparse solver to create the effect that I wanted I changed the density, temperature, and timing of the smoke but I want getting the results that I wanted. 

Main issues

Too much disturbance it needs to stay in a stream, more density, not going in the right direction, may need to be faster.

5/7/25

This first week my goal is to create my smoke effect and get a foundation for my project. I am going to achieve this by using the pyro sparse solver and using the billowy smoke shelf tool as a base for starting the effect. First thing I did was change my source to a tube so it more accurately depicted the end of a incense stick.

Screenshot 2025-05-10 221554.png
Screenshot 2025-05-10 221538.png

Main issues

Smoke it too bubbly, too fast, too dense, not blowing in the right direction.

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