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About roarke80

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  1. Thanks so much for the explanation Farmfield, it makes so much sense when you explain it and is really helpful to a beginner like me. That circuit scene is also awesome, I'm picking it apart to try and understand it better. Dude, thanks for the suggestion as well, it would be great to be able to customize the shape of it. By animating points along uv do you mean something like this? http://www.tokeru.com/cgwiki/index.php?title=Houdini#Slide_points_along_edges Thanks for all your help!
  2. Thanks very much Farmfield! That's a really nice effect, the setup is deceptively simple and I'm still trying to understand it. Would you be so kind as to answer a few questions please? What is the blast node doing please? It seems like it's deleting all the points, although my understanding is that there should be the first point left, but I don't see any points left. What does the convertline node do please? Or why do you need the restlength? I can see this is piped into second input on the pop network but I can't find any reference to this incoming geo in the pop network? In the pop wrangle node, I guess @P = minpos(1, @P); is to guide the particle to the nearest point on the surface? What is the thinking behind @v = normalize(@v) * 0.1; To myself it reads like you are reducing the velocity by a factor of ten every frame? Sorry for asking so many questions, I'm just trying to understand it so I can customize it. I would ideally like all the branching to happen on a plane so I guess I need to control the flow by using the right geometry. Thanks so much for your help!
  3. Forgive a beginner's question, but I'm trying to create a branching effect with particles that looks like data visualisation. Please see attached jpg for a crude drawing of what I'm after. I'm planning to emit points upwards from a surface, then have them clump together into one stream, then separate out again into branches before finally flowing into an animated chart / graph. I've done some initial tests with pop attract and found it really hard to use as the particles kept overshooting and bouncing back and forth, not really landing on the target. Any pointers in the right direction is great appreciated, many thanks!
  4. I see, thanks so much for the clarification!
  5. Oh wow. Thank you so much for that detailed explanation Jeff, I've bookmarked it and reading it through several times to try to understand. Another noob question if you don't mind. Why is the particle system stored in the popobject? Looking at the way the nodes flow, I would have thought the particle system is stored only at the OUTPUT null, since all the data has to flow through the pop and static solver? Obviously though when I put in "output" into the DOP import I get an empty scene. Many thanks in advance.
  6. Ah that's perfect thank you! I noticed you have to put 'pop' in the object mask field. Is that a preset variable to refer to the particles only? thanks!
  7. Thanks for the response. Unfortunately I can't hide the entire Particles object as I want the particles to render, however the pop network seems to be bringing in the collision geometry as well and making it visible, I don't know how to turn that off without turning off the particles. I've attached a scene for reference. many thanks! Renderproblem.hip
  8. Apologies for the really basic question. I'm doing a particle sim, and have introduced a model as a static solver to collide with the sim. How do I turn off the visibility of the object within the pop network so that it doesn't get rendered please? many thanks for your help in advance.
  9. Hi, I'm a newbie so please pardon my ignorance. I have an idea for an effect and I'm wondering how to even begin to think about building it in Houdini. I would like to create a realistic looking city (I've imported OSM and it works great), but have the buildings rearrange themselves, swapping their positions etc, while maintaining the overall map-like layout. So it's almost like a giant sliding puzzle. The overall effect feels like the city is breathing, a living organism. I would like to be able to keyframe this effect so I can control when it starts and stops, but the actual rearranging itself should be driven by maybe a noise. Any ideas, any pointers in the right direction would be greatly appreciated! Many thanks.
  10. Creating colour with facing ratio

    Wow this works beautifully, thank you so much for your help!
  11. Creating colour with facing ratio

    Hi, sorry if this has been asked before, but I'm a beginner and am not even sure how to begin searching. I'm trying to select the points on an object that are at a greater angle away from camera. Basically it would be as though I applied a Fresnel in C4D or a facing ratio shader in Arnold, and then deleted away all the black points which leaves me with the outer rim of the object. If I can control it by somehow shining a light on it to determine where the camera is that would be great. Any tips would be greatly appreciated, many thanks!
  12. Pyro Collisions - beginner question

    Thank you so much Atom! It works beautifully now. I'm going to dig into your setup and try to understand it. Thanks so much for taking the time to help.
  13. Pyro Collisions - beginner question

    Oops thanks Sepu, have uploaded the obj now.
  14. Pyro Collisions - beginner question

    Factory_Ext_MainBuilding_Sim.hipHi, I'm just starting out with houdini so would really appreciate any help. I'm trying to create a fire burning within a building scene, but I just can't get the collisions to work with my factory building. I'm using fluid source from the building geo, then piping it into the pyro solver and sourcing collision from it, but the fire still burns through the building. I can see something in the collision field when I turn on visualisation in the pyro object, but it's showing only very small patches of the geo being used as collider. I need the fire to burn and billow out through the windows of the building. What am I doing wrong please? I would be grateful for any tips, thanks in advance! Factory_Ext_MainBuilding_Sim.hip Factory_External_MainBuilding4.obj
  15. Hi all, I'm a newbie and first time posting on the forum, so please forgive me for my ignorance! I'm only starting out in houdini but I'm trying to explore ways of creating realistic bubble animations, could anyone please point me in the right direction for how this setup was built: I know it's probably particles emitting off the surface, but how do you create the boiling effect and particularly how do you mesh the whole object with the bubbles being hollow and having double sided walls? Any help much appreciated! Many thanks.