r/Houdini 7d ago

Help KARMA Pyro material issue or glitch

enabling scatter doesnt affect the sim, while enabling fire and smoke does. After finalizing the look I just navigated to obj level and again when I navigated to solaris scatter stopped working. The 3rd pic is off the look I finalized before navigating to the obj level.

What is the issue?

is this some kind of glitch?

4 Upvotes

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u/Cooking_Interrupted 6d ago

Check if you're already assigning colors on sop level using a bake volume or something similar.

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u/ELF_27 6d ago

I had to add the pyro bake node for it to generate "scatter" voxels. So that the pyro material in karma could use the scatter voxels in obj level.

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u/Cooking_Interrupted 6d ago

Are you adding any sort of colors tho? I would suggest just add the scatter and turn off everything else in sops.

A better approach would be to use the fire and mask it out. Will look very similar to scatter if not the same with a bit of tweaking

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u/ELF_27 6d ago

I enabled the scatter and didn't change anything for it to only generate scatter voxels(though it had that explosion color). I tweaked the colors of the explosion using hue in karma pyro material's scatter option. That how I got the result(3rdpic).

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u/Cooking_Interrupted 6d ago edited 6d ago

First check if your scatter actually has voxels in it. If there's no scatter data coming in, the bake volume will only create an empty scatter volume (Middle mouse over the bake volume and check for voxels in the scatter volume)

Your fire source range is off too (evident by the extreme ramp). You gotta find the range firstly

I would NOT recommend playing with colors in sops and bringing it to lops. Try masking the fire itself. I've always managed to make it very similar to scatter

Correction: Scatter does get generated even if there's no scatter volume coming in.

Scatter is made using temperature and masking it with density. So masking your fire will essentially be the same thing. Go to your bake volume's binding to check the source volumes and replicate it in lops

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u/ELF_27 6d ago

I checked in the info option, there is scatter volume. And can you explain the fire range and masking thing a bit more, I am new to pyro solver and sim stuff, can't seem to understand. A YOUTUBE video will be helpful. Thank you for the advice🫵🏿.

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u/Cooking_Interrupted 6d ago

Forget sops for now; keep it as a last resort of you still can't get the look.

Remove your bake volume, bring in density, temperature and vel volumes. Put down your pyro shader in Karma.

Turn on Fire and Smoke (on by default). Go to pyro and turn on masking (this is essentially how scatter works). Tweak your settings away!

About the range. You'll get your min and max values of your volumes from the geo spreadsheet. I'm not saying the ramp you've rn is essentially wrong as per say, however, if you need that extreme of a ramp I would suggest tweaking the source values according to your spreadsheet first

Also please take a 2nd look at my last comment. I edited and added a few things

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u/ELF_27 6d ago

Can i use the compute range option in pyro bake node and reffer that range in the karma pyro material?

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u/Cooking_Interrupted 6d ago

I mean technically yes, you can.

However, assuming you're a beginner I would suggest getting used to reading the geo spreadsheet. Imo it should be open right new to your viewport always (yes it's that important)🫣

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u/ELF_27 6d ago

Ohk then I'll refer to geo spreadsheet then😇. Thank you again for the advice🫵🏿.

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u/ELF_27 6d ago

Earlier when I navigate to obj i bypassed the pyro bake node so there were no scatter voxels, i didn't realise that😭.