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About coljwood

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    Colin Wood
  1. Explosion effect with particles

    Hi guys, Wonder if you can help me. I'm looking to achieve this sort of effect with particles in the attached image. I've spent some time playing around but I just don't know how to control particles well enough yet for this. In my mind I had it planned out like this: Initially use a small number of particles emitting from the normals of a sphere with a random velocity. This would create the clusters and form the large particles. I was thinking of using a turbulent noise to 'cluster' the particles and then randomising the velocity with an expression but couldn't get these to work (mainly because I don't know what i'm doing). Follow these larger particles with 1000's of smaller particles Add colour attributes to particle groups (I'm lost as to how I would achieve this. It would be great to have lots of control of the colour). There is obviously smoke in this image also which i'm not too worried about at the moment, but it would be great to achieve this in the future by emitting it from the particles. Apologies for the seemingly basic question! I have done a lot of research but it's just not clicking yet. I've even seen a very similar breakdown of the effect i'm trying to achieve (using Houdini) but lost to how I would achieve those things. Cheers
  2. Delete points close to surface edge

    It looks like Acey's method was working all along, and the Maxdist just needed to be very small (due the scene scale?). The result below was pretty much what I was looking for - now onto the next challenge! In fact, I intend to copy geometry onto each of those points, so it may be a neat challenge to use the scale of the geometry to drive the Maxdist attribute! Thanks guys!
  3. Delete points close to surface edge

    Thanks Acey. I'll give this one a try as i'd like to play around with the VEX stuff. I have to admit though, even with your great explanation it's a bit lost on me. Can you advise on what the inputs are intended to be?
  4. Delete points close to surface edge

    Excellent, thank you! That looks perfect - knew there would be a nice, easy solution hidden somewhere. I'll give it a try when I get back.
  5. Hi guys, I've poked my head into the Houdini rabbit hole and now I can't seem to get it back out. I've taken an old project for me to do some experiments with and i've come across a stumbling block for a new user such as I. I won't go into to too much detail about the entire scope of the project just yet as i'm quite confident with everything else at the moment, it's only this one minor issue that seems to be the stumbling block at the moment (although i'm sure something else will come up). Essentially, i've brought some artwork in as a DXF (Houdini was very temperamental with my Illustrator 8 artwork, which i may have questions about later) and turned it into a primitive (the letter 'P' shown in the screenshot). I've scattered points across the primitive and relaxed them within the same node. The results are very, very close to what I want, but ideally I want to remove all points close to/along the edges of the primitive. I'm guessing this is fairly easy to do, but with me picking up things as I go a long i'm lost at where to start. Ideally, I would remove the points from the edges, then relax so that I get a nicer distribution of points inset from the primitive. I've tried a couple of things like insetting with a PolyExtrude and scattering the points across that, but the shape isn't as perfect. I also tried the PolyExtrude2D which got decent results but not perfect. The bridge that Houdini creates between the border of the 'P' and the hole at the center also causes problems, but I guess this is essential for the geomtry? I've used the Hole node on the imported DXF file. Any help would be appreciated. I'm unable to share the artwork i'm using itself unfortunately, but you should be able to demonstrate on any primitive. Let me know if I haven't explained anything clear and will be happy to explain a little further about what i'm trying to achieve. Many thanks, Colin