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Found 251 results

  1. Heyo, I'm starting on a new project and I ran into a problem that I can't play my way out of to figure it out. I'm looking for an effect like this Sand tires throw a bunch of sand and trying to get that result has been a challenge. Any ideas? I have been using a simple setup of particles emitted from a ground plane after impact with the ground but that won't give me the repeating trails all the way back. Instead it's a rather sad thing of a few particles flying off incorrectly Any help would be great, thanks.
  2. Hey everyone, Been trying to wrap my head around this one for a while but after a few days of being completely stuck it would be amazing to get some help with this point deform problem I'm having. I've got a pretty simple set-up that's using the grain solver for quick softbody deformation, I've got three primitives scattered onto some geo which is then being fed into a dop net for simulations, That part is working well, the only issue I have is when I want to re-attach the original mesh to these objects with a point deform, I've been trying to create a for-each connected primitives for my point deform so the deformed recognises each piece as its own object however i'm getting some strange deformations on my objects when I try to point deform them. Any Ideas?
  3. Particle velocity diversion

    Hi, I have created a particle system using popnet.My emitter type is location. There is a sphere in the way of moving particles. I need to add a new velocity from the normals of sphere, to the existing velocity of particles. I tried using attribute transfer. It adds velocity, but only in data, visually particles don't seem to be changing velocity. They just go in a direction, as started from location emitter. Any solution would be helpful.
  4. Viewport visual of smoke looks too low detail

    I've had this issue a few times and I'm pretty sure it's me now doing something wrong. I built a simple smoke solver from particles of feet hitting a grid. When I bring those particles into the smoke solver the smoke that it will generate will be really low quality, as you can see, nomatter how much I divide it down. Would the reason be a shading issue or a density issue? Thanks for the help! WalkingDust_001.hipnc
  5. Hello everyone! I'm just wondering if someone knows how to create that a Particles meets and other particle stick togheter, and if is possible to made that. If there is a particle floating around and get close to an other particle floating around can they stick togheter. or any way that I can aproach that?
  6. Particles

    Hello everyone! I'm just wondering if someone knows how to create that a Particles meets and other particle stick togheter, and if is possible to made that. If there is a particle floating around and get close to an other particle floating around can they stick togheter. or any way that I can aproach that?
  7. Particles & Attracting forces

    So I want to do an effect which basically sources particle off of Object A. Once they're out, they should just move in the air randomly sort of like dust flakes, then at a designated time point they'd all start moving towards Object B. When they finally have gotten close to object B ( not inside it mind you ) they should start revolving around in a vortex-like way at the bottom of the object slowly moving upwards. ( Object A in the scenario is a kind of an orb, Object B is a character model. ) Any neat ideas on how to make this happen ?
  8. POP COLLISION DETECT

    Hi can someone help me, every time I create a POP collision detect and then I create a pop replicate to create more particles from the collision, it works perfectly, the problem is when I create a static Object for the particles to bounce on the geometry the pop colllision detect and behaviour stop behaving and I dont know what to do to make it work, does someone have a solution?
  9. HOUDINI FX- RENASCENCE PROGRAM PROMO VIDEO: Welcome, soldier! Are you ready to demolish buildings, flood cities or maybe, making a stadium sprout from the underground? These are just some of the things that you will be able to learn in Houdini FX Renascence Program. At Houdini FX Renascence Program, we train you to face any FX project successfully. We have tried our best to offer you the best material. This course has been meticulously structured to take your FX skills to the next level so that you will be able to find a job in a top VFX studio in the future or maybe, become a successful FX freelancer. Our commitment, as an online school, is to offer the best learning experience in the market. Therefore, all our content is available in English and Spanish. HOW IT WORKS This course will be delivered via video only. We will work on weekly projects, so will have to meet the assigned challenges. Keep in mind that these assignments will make up interesting material for your «Demo Reel». Likewise, we will give you access to the Facebook support group, where you can interact with your instructor and classmates. The course is divided into 4 modules: MODULE I The Awakening (8 weeks) We will start by explaining how to take your first steps in the software. The content is highly optimized to get you familiar with Houdini in a dynamic and productive way. We won’t talk about every menu or button; all this information will be explained on-the-go, along with the training. Our priority is to make you feel comfortable from the start. You will find out about the main nodes in Houdini, you will learn to move around the interface and we will teach you how to control points and particles (points, pops and grains). At the end of this module, you will be able to create simulations of rain, sand, snow, perspiration, sparks, ashes, confetti, fireworks, bubbles, and much more. This is not a lighting and rendering course, but we will teach you everything you need to submit your project with a perfect final look. MODULE II Fire Inception (8 weeks) Explosions, fire, smoke, clouds … everything you have been waiting for! This module is full of action. We will focus on learning to emit and control volumes, using of one of the most powerful solvers in Houdini, i.e., “Pyrosolver”. You will learn different methods to accelerate your simulations, always working as quickly and efficiently as possible. We will teach you how to create shaders that will make your simulation look realistic. Recycle! Every setup created during these 8 weeks, can be reused to create new scenes. MODULE III Rise of the Fallen (8 weeks) You will become a weapon of mass destruction! You will learn to perform different types of fractures and we will provide you with all the tools to control and choreograph your simulations. In this third module, you will put together everything you have learned so far to create complex scenes using particles and volume. Breaking objects, demolishing buildings or splitting a land into two lots, are just some of the challenges you will face here! MODULE IV Deep Dive (8 weeks) We will have to put out the fire after the chaos… This is the final module of the course, and here you will learn to work with FLIP, which is the Houdini’s solver to create liquids. You will recreate infinite oceans and simulate water. You will learn how to create foam, bubble and spray passes. Finally, we will teach you how to deal with the different viscosities to get simulations of blood, chocolate, honey, yogurt, caramel, etc. APPLY TO THE RENASCENCE PROGRAM NOW AND GET 25% OFF!* 399$ 299$ http://houdini.training/
  10. Hi, I have a very simple DOP network with 2 static object colliders. (Houdini 16.5) In my scene, I'm instancing sphere on the particles from the DOP simulation. The spheres are instanced perfectly to the particles of the dynamic sim, but they are also wrongly getting instanced on each verts/points of my collider objects (the 2 staticobjects on the top left). My instancer node in the scene is set to "full point instancing" (in the point instancing option), which could be the problem, but that is the only option that instances the spheres to my partciles. Any tip would be greatly appreciated. Thanks
  11. PARTICLES BEHAVIOR

    Hello !! I have a quick question I little more advance, how can I make a particle collide with a geo and make it sticky on the surface and slide down? I try to use the particle behavior but maybe I, doing sth wrong. some have a solution, I will appreciated.
  12. Feather like movement

    Hello, I'm trying to get feather like movement on my particles. I've gotten really close by using a sin expression on particles with my geo instanced to them but they are all moving in the same direction with the same movement and it looks really strange. is there a way to apply a different sin wave value/expression per point? I've tried to use a for each loop but I am unfamiliar with using it on points only.
  13. POP Stepping

    Hi all! I'm currently sitting with some superbasic POP sims to brush up on everything after a long time away from Houdini. My issue is, as the title depicts, that I have problems with stepping even though - to my knowledge - this scene shouldn't suffer from it. I have three spheres as sources, they don't move at all. The top velocity of the particles peak at about 0.9 in the geometry spreadsheet, it travelled about 1.2 meters in 42 frames, so no extremes velocities exactly (or I am just very uninformed and would love to be enlightened!). I tried every combination of birth jitter in the POP Source and found very little difference, the ones displayed below became the final ones. Attaching images of my solver settins, birth settings and a render. Any and all help would be greatly appreciated! Cheers, Jack
  14. Hello guys, Well i am working on an ocean scene having foam particles over it, I need to render the scene but everytime i put the scene on render it starts using 100% CPU Usage and crashes. Plz tell me how to down sample my render i have 200 frames and not one is getting render. All the render settings are on default and rendering via physically based rendering. PC Configuration- I7 6700 PROCESSOR AMD 2 GB RADEON R7 DDR5 GRAPHIC CARD 16 GB RAM
  15. Hello guys, I wanna make an ocean with an ice berg floating over it, I already added environment light, And checked all the diffusion values needed for it but still getting such 2D type of look in my render view i donno what to do now Here is screenshot of my file-
  16. I try to visualize a traffic simulation - therefore I set up a emitter particle emitting box in the poppet and a popvop that makes curves attract particles. They should also follow the curve tangents - that doesn't really work. And the really weird thing is, that a lot of particles are being dragged towards the origin. I am a total beginner and would be really thankful if someone could help me. Its for a visualization for my master thesis. Thanks a lot! curve_attract-follow.hipnc
  17. Hi there! I would like to render my water sim and whitewater in c4d to integrate it with an animated scene. I got two questions. 1. I was wondering what a good workflow is to render the simulation out over to c4d, are alembics still the best way to do this or is houdini engine faster or are there other ways? my 7 million points seem to be very very heavy for c4d in alembic... 2. How do I render out the whitewater correctly in c4d (octane render) does this need to be GEO or particles for rendering? and also how do I get that nice lifespan on it too. Thank you for taking the time to help me out! Cheers!
  18. I am new to houdini but have been creating effects with x-particles in cinema 4d. I want to port my knowledge to houdini. I would like some help on how to do this effect... Houdini particles is a little bit confusing but I know with a little help on the approach, it can help me a great deal. Thanks (1)_Effervescent_Tablet_-_YouTube.MKV
  19. I am new to houdini but have been creating effects with x-particles in cinema 4d. I want to port my knowledge to houdini. I would like some help on how to do this effect... Houdini particles is a little bit confusing but I know with a little help on the approach, it can help me a great deal. Thanks (1) Effervescent Tablet - YouTube.MKV
  20. Hey guys, i need to emit the same smoke trail even from the other part of the jet, I cached out my simulation but i just need the smoke trail and not the jet so that i can transform it onto the other part. Any idea how to cached out only the smoke trail from the simulation. Here is my file spaceship_01.hip
  21. Particle movement and collisions?

    Hey guys! I'm trying to make some floating particles inside a geometry. I need the geo to be a collision object and the particles to kinda have a buffer area before they touch anything, not very obvious but enough so nothing actually collides. However, I'm having trouble getting the particles to actually treat the geo as a collision object, and also stopping some of the random ones that like to go super fast. I thought that the popspeedlimit would the trick for the fast ones, however, it kinda clamps the whole speed of all the particles, rather than clamping the velocity of the fast ones. Anyway, here is the scene file with the alembic, if anyone has an idea of how to fix this please let me know! underwater_particles.009.hipnc blockoutForSim.abc
  22. Hey Guys i need some help actually i want to emit the same smoke trail exactly from the other side of the jet, Do i need to repeat each and every step again to emit the same smoke or is there any way to copy the same smoke trail. Am new to houdini so dn't know much stuff Here is the screenshot of my file -
  23. Well am new to houdini and trying this tut where i have to emit smoke from this jet but i don't know how to get rid of this sprite spacing I have tried to increase the number of particles and also adjusted the scale and ramp of the pop sprite but its giving me the same result. Here is Screenshot of my file -
  24. Export Points to maya 2017

    Hi, I looking for a way to export points/particles from houdini to maya. Houdini 16.5, Maya 2017. I've tried exporting in alembic, importing in maya with exocortex, but nothing work. Houdini digital asset is not a solution for me (render farm, licenses ...). Any solution ? Thanks a lot
  25. Can't render particles as volume.

    Hi everyone. I am trying to render Houdini particles as volume. Volume appears in the viewport but cant be seen in the render. I created white water using shelf tool in another new scene and copied the network into my file. I am clueless about the problem. Please help. Thank you.
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