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Found 9 results

  1. Hey! In my scene (I think it may only work with 16.5) how could I use the sphere in my scene to be an additional flip emitter? The idea is to keep adding water to the top bowl. I want to use the top sphere as an flip fluid emitter. How would I set that up? Is it possible to have to flip objects going into one solver? Thanks water.hipnc
  2. Hi gang, I was just scratching my head over how to get my popaxisforce object to follow the emitter I want to affect with it. It's basically a geo group that defines the emitter surface (jet engine thing) and shoots out particles behind it and I want the popaxis force to follow close behind to manipulate the particles. I thought maybe object merge in the dop network would do the trick but it's doing some pretty weird stuff instead like creating a duplicate emitter that follows the jet's animation/xform but offset in time. Any insight would be great, thanks! jet_emitter_popaxisforce.hiplc
  3. I'm using POP Location moving in sine wave on z-axis. It is emitting particles but stream is stepped. You can see the screenshot. I have tried increasing substeps, birth rate but of no use. Please describe and resolve this! Thanks.
  4. Houdini Whitewater Particle query

    Hi, I am creating a waterfall simulation to integrate into a Matt painting, and I cant figure out how to get the spherical particles in the screen shot below, to become more foam like and not so geometric. They are part of the whitewater simulation and i've searched a lot online and asked people and gone through the nodes, but cant figure out how to fix it? Is there maybe a way to create a material for just those particles and change it to a more foam like texture and consistency or smoke, or is there a better way to do it? Really appreciate any help, as quite new to Houdini and working to a fast approaching deadline for uni! :/ Thanks!
  5. FLIP - Emitter is Hollow

    Guys, i've just noticed my emitter is hollow. Can anyone show me why is that happening and how to emmit from the whole volume? here's the file in case you want to have a look: https://www.dropbox.com/s/y0363g0rz3w4plt/Star_Shapped_Emmiter v1-c.rar?dl=0 here's how i've created the star shapped + flip shelf added nodes: and here's a video just to prove that i'm not crazy Cheers, Alvaro
  6. FLIP - Accurate Shape Emmiter

    Hey guys, Let's say I want to emmit a fluid from a star shapped emmiter. As soon as I hit Emit Particle Fluid, from the shelf, the shape is converted to a volume, getting fat. Is there a way to preserve the original shape? Thx, Alvaro
  7. Hi guys, I've hit a bit of a wall in the new version of POPs. I have a deforming mesh (skinned character), which I have scattered points on. What I'm trying to achieve is a set of particles that are essentially locked onto their source point until a certain time or proximity from some sort of gizmo, and then morph to the position of another set of points. I have been able to achieve this in the old version of POPs using a position node, but it's rather slow. However I can't seem to figure out how to achieve the same thing in the DOP version of POPS. Any help would be great appreciated. Thanks
  8. glue constrains per emitted packed rbd group

    Hi guys, I'm still kind of new to houdini and currently trying to build a custom rbd emitter but got stuck. I used the same basic workflow as the example files for rbd emitter H13 brings and everything works fine. In addition to this I tried emitting fractured packed rbds which also still works fine. But now I wanted to add glue constrains to the individual fractured packed rbd groups aaaaaand got stuck. I guess the problem is that the glue network gets overwriten every time I emit a new packed group - which also would make sense to me. So I'll have multiple pieces with the same name and as a result the gluenetwork of the first emitted one doesn't work anymore and so on.... What is the best way to solve that problem? I'm pretty sure it's something easy to fix but I can't figure it out. Is there a way to give every emitted packed rbd group a unique name? For-each-node for packed prims? Or is there a easier solution/workaround? If anybody could give me a hint, that would be great Cheers Korbi
  9. Hello everyone! I'm trying to achieve an effect with the use of Houdini where multiple sheets of paper is being blown out of an mailbox.(Mail and letters to be exact) My plan is to use different layers of 3d sheets to comp together with some live action plates. 1. Some sheets are Rigid and doesn't fold or bend. This effect I've managed to achieve somewhat. I found a hip file by Valerio Di Napoli where Rigid bodies are being emitted with the help of a particle network. By looking through this .hip I managed to understand the workflow somewhat and create my own RBD emitter. Flipbooks of some test simulations ->youtu.be/f2L9kFGgAH4 My .hip file for this simulation is attached to the post.(RBDs_from_particleEmitter_v002.hip) With some tweaking I think this approach could work as letters are quite stiff when they aren't opened and full of bills One problem I have with this Is that I can't seem to use a grid as the instanced geometry. For reasons I can't understand, when I use a grid they just get stuck at the birth point of the particles and doesn't move at all. As of right now I'm using a box scaled down in the Y axis to act as a letter. 2. Now on to my major problem! Some sheets I want to fold and swirl in the air. I would prefer them to interact with each other but its not must. By using a cloth simulation on a grid to create these sheets of paper works quite well and looks pretty good. Since I don't need as many of these type of sheets, only about 10 or so, I'd like to think that the simulation would not be to expensive to preform? (If more sheets are needed I guess doing multiple simulations would be one way of approaching the problem to avoid performance issues.) Now, I thought that the previous method of emitting RBD might be useful when trying to emitting these more dynamic sheets of paper. I was wondering if there is a way to use the same setup but instead of emitting Rigid bodies I want objects simulated as cloth to be emitted. Is this possible? I tried to just replace my RBD Point Object node with a Cloth Object node and the Rigid Body Solver node with a Cloth Solver node in my DOP network but with no success. Attached a second .hip for this (CLOTH_from_ParticleEmitter_v001.hip) trying to achieve something looking like this but emitting the papers from a specific spot. I'm quite new to Houdini and don't really understand all the abbreviations yet so be gentle on me will ya! Haven't really caught up on the scripting part yet either. I would therefore prefer to solve this without much scripting if that is possible. Is there someone out there who got any thoughts on this? Grateful for any help I could get! Sorry for making this post so long. I tried my best to explain this in my limited English. Thanks! RBDs_from_particleEmitter_v002.hip CLOTH_from_ParticleEmitter_v001.hip
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