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Found 159 results

  1. With the recent 16.0.6 update, Houdini added games shelf tools. one of these tools is vertex animation. I've been trying to integrate my particle system into Unreal Engine 4 for the past 2 days. When I try to render the vertex animation subnetwork gives this error: Error Error rendering child: /out/vertex_animation_textures/mantra11 Diving into the subnetwork there's two nodes that give errors the first node gives this error: Error Zero resolution for camera '/out/vertex_animation_textures/sprite_obj/cam1' and the second node gives this error: Error Error rendering input: /out/vertex_animation_textures/mantra11 From what I've read from another odforce forum post the problem seems to be that the HDA for vertex animations textures need to be used correctly. Quote from Gramx's post: " Hi Luiz, I have been looking at the hip files and it seems that you have a newer version of the Vertex Animation Textures Asset. I get an error saying incomplete asset definition. Are you able to send over the latest asset or will it be available in the next Daily Houdini build. I am running 16.0.542 Thanks Graham " Gramx's post Shouldn't the tool just work on it's own? Or am I doing something wrong? Any help into the right direction would really be appreciated, maybe even an example of the particle working in Unreal. Cheers, Callan RubberParticles.hipnc
  2. Hello! I feel like this has an easy solution that I'm just totally missing, so at the risk of sounding dim: I have some scattered points over some geometry, and I want to use those scattered points to emit/create whitewater. What is the process involved in having points used in the whitewater solver? Thank you!
  3. I need to stick several million particles on their animated source geometry at the exact point where they are emitted from and follow the geometry's (emission point's) position. Please guide me towards any resource that might explain this process clearly. best regards
  4. I've been practicing particles using Rohan Dalvi's Tutorial:Rohan Dalvi's tutorial Everything has been working great so far except for one major thing. If i compare my renders to Rohan's, my particles seem to clump together and generally have a larger scale. The left picture show's my particle render and the right shows Rohan's One issue i've considered to be the cause of this is that Rohan is using VOPSOP from 13 I'm using 16 and point wrangles, so maybe something is going on with the scale in there. I still only have a couple months of experience so any help would be great. Cheers ParticleDisintegration.hipnc
  5. Hello everyone! I am creating a pool of lava and am struggling with creating displacement for it. The problem is the remeshing every frame. How can you make points which are generated at the first frame follow the colour they have been given? My idea is once I have figured this out, to use those points for the position of the displacement. Any help is greatly appreciated, thanks! points_follow_colour.hip
  6. Hey all, I'm a compositing student but for a current group project we are to make a bumper and ended on doing it in Houdini because it just looks best. So I don't have much experience in Houdini before this except watching some courses/tutorials and playing around very little. The learning curve is quite steep and I've run into several snags. First of all I followed this tutorial to get the first morph/transition and things panned out pretty well. However I got a third model and maybe even a fourth and I don't know how to add these into the mix. In my current file there is just a simple blendshapes for the third model but it's quite uninteresting. That's it for starters at least. Other than that I'm trying to figure out how to change the colors between each model as well. The project file is probably pretty dank since it's my first project in Houdini. I really love the program and want to continue working in it! Hopefully someone out there could take some time to look it over and give some input. Attached is a .rar with .hip and the .fbx camera as well as x3 .obj models used. bumper.rar
  7. Hi everyone, I'm trying to do a school of fish with a particle system that would follow a curve. Basically I'm emitting some particles and they move along a curve with a popcurveforce. By default the particles orientation seem to go along with the curve but since I'm trying to do a school of fish, I would like my particles Z orientation to always be 0 so the fishes don't swim on the back. So far I've tried with this expression in a popwrangle : p@orient.z = 0; The thing is it seems to zero out the orientation of x and y as well.. And I still want the x and y to go along with the curve. I'v tried with a popattract instead of a popcurveforce and I'm still not able to constraint the Z orient.. Maybe it has to do with something else than the @orient attribute since I don't see it in my geometry spreadsheet..? There's something I don't get! (Needless to say that I'm new in Houdini :P) Thanks a lot! test_fish_school.hiplc
  8. Hello, I'm trying to get particles to drive a pyro simulation to create a flamethorwer effect. However i keep getting random unexpected motion, I've tried sourcing the velocity of the particles to fix it but it doesn't give the look i want. I've attached my hip file Dragon_flames5.hipnc
  9. Hey guys, Any ideas of this effect Imagine if I dropped a bunch of different coloured particles on the ground and once they settled, they formed an image. I've seen it done before but I couldn't find an example. Sorry for my terrible explanation. Any ideas? Thanks!
  10. Hey, Is it possible to kill particles using popkill in conjunction with pop proximity? I have particles following a curve using a popcurve force. I want particles that stray too far from the curve to die. Thanks
  11. Hi, I am trying to make particles fly off a moving figure. so for example if he throws his arms in the air i want particles to fly of like sand. What is the best appraoch to this? I have tried using the trail node and attract pop but every time at some point no more particles emmit and just the ones that should fall to the ground are moved by the figure. I put a link to a flipbook render below. thanks test_Two_grain.mov
  12. Hello, It's my first post, I have always used this forum to solve my doubts but I couldn't find the solution for it >.< Well, I want to upres a particle simulation (sand solver) As you know Houdini has a "limited" Particle Separation and I wanted to get a higher detail. In my case, it's just for a simple simulation (a cube of sand falling) · I have tried to use a Point Replicate controlling the Pscale and the Seed but it doesn't look very well hehe. · Another option, which it's not exactly the right one (cause the particles behaviour between the particles) could be to make different wedges with a random seed and mix them. · I found a SHOP node Point Replicate Procedural but the result is quite similar to the first option, and its only appears on render and I need to export as alembic. Simulation intended Master Simon Fiedler shows what I'm looking for on this video Any Idea? Thanks, Javier ParticleUpres_HELP_01.hip
  13. Hi all, I am encountering some strange artifacts while rendering a flip sim with mantra. I applied a platinum preset material to the mesh, environment light with HDRI and rendering with Mantra. You can see the artifacts all around the edge of the splash in the video below. I smoothed the final mesh quite a bit on the particlefluidsurface and it helped a bit, but still getting serious artifacts. I also tried remeshing and subdividing as a post process to the mesh it but that introduced new problems where the mesh would look totally unstable. My guess is that it might be doing that because of the constantly changing topology of the mesh? Maybe these meshes were not designed to be rendered with anything but a fluid like shader? Is there anything I can do about it? Attached video and file (using mesh from OUT node in Mesh obj node). Thanks, Top Down Test_1.mp4 CrownSplash Anim.hiplc
  14. Hi! This is me trying to understand the popSolver in houdini. What is the difference between this two inputs and why they are both wired like that by the shelf (Check the attached image) The particles seems to do the same thing if I rewired as I showed in the second network and they don't do anything at all with the 3rd one. Also why is the wire dotted between the popsource and the popstream, They only work together is both inputs (pre and post) are wired like that. Thanks and pardon my English :$
  15. Hello! I'm trying to kill points inside DOPs (well a popnet actually). The way I'd like to do this is by finding the closest point to the ground object (how do I reference an object in DOPs?) and computing the vector from the POP point to the nearest point, then dotting that onto the ground points normal vector. That's a nice way to figure out which side of the ground the point is on, then killing it. At least that works outside of DOPs. I'm wondering how I can do this inside DOPs because I don't want to post-process kill thousands of points if I can kill them in the simulation. Any ideas? Thanks, cw
  16. 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!
  17. Hi everyone, I'm an extreme beginner when it comes to Houdini, can someone please tell me how to make some falling particles more bouncy when they come into contact with a ground plane? Thanks!! I've attached the file Ball Pit Ball Simulation 011.hipnc
  18. Hi! Just want to share my last work, a magic reconstruction of a world globe. It contains DOP sop solver, smoke by color, advection by smoke and fog, basically. Hope you like it. Pol https://vimeo.com/207149300 Job searching as vfx generalist. https://vimeo.com/polvilla particles.mov
  19. Hi everyone, I'm in desperate need of some help. For whatever reason I decided to take an Visual Effects Unit for my final year of Animation at Uni and I am completely stumped. Houdini is a completely new area for me and I have so little time to finish my project I am having trouble even understanding what it is I need to do to achieve my final goal. I am wanting to create a simulation which looks like a massive group of ball pit balls dropping onto the floor (I'm incorporating live action footage to the simulation). I'll attach the file with what I've done so far. I'm still playing around with the amount and lining it up with the footage and stuff but I would really love to make them appear more bouncy and also any tips on how I should make them look like they're less shiny and more matte like ball pit balls? Do I need to do that when rendering or incorporate it now? Thank you so much!! Any help would be appreciated! P.S Anyone who could explain this in pure simpleton terms would be amazing Ball Pit Ball Simulation.hipnc
  20. Hey there, im new to houdini and i really want to create some partcile trails that are floating around the shape of an object. Would be great if someone can explain me a quick way without attribute wrangles as im not experienced in coding at all. Thanks in advance. Nick
  21. Hi everyone, long time lurker, but i've finally started using Houdini so I decided to actually join this forum. Although completely out of my depth I'm having a lot of fun with it! I was wonderng if someone would be kind enough to break down the first 20ish seconds of this - I've successfully set up particle morphs from object a to b along a curve and played with turbulence and so on, but I'm unsure how to emit from a point into an object with such force as this. I'm not trying to copy, but I'm working on something for University and i'd like to achieve an effect such as this. Sorry I'm rambling, I'm very new to actually using Houdini.. I'll stop here.
  22. Hello, I was wondering if it's possible to create velocity vectors from an animated sequence (texture). Ideally something similar to Optical Flow. I can extract movement from geometry (eg. use trail to generate v vector of animated VOP) and I can do basic image analysis (eg. convolution kernel operations on coloured points using VOP) so I feel it could be kind of possible to do it but can't get my head around it. In terms of results I'd like to create a particle system that reacts to an animated texture (eg. overlay particles on a animated texture and have them follow the movements in the video) thanks!
  23. Hey guys, I have a mocap data where I pluged scatter points on the player and calculated the ones on the floor for each step, what I need to do is an FX of the jump, only when the player jumps display trails or particles, any suggestions? ! Thanks!
  24. Hey guys, So I saw this series of photographs by an artist called Marcel Christ and wanted to produce a similar effect. Here is a reference image: I have been trying for the past few nights and wasn't able to get anywhere close to this look. There is a lot of detail once the smoke leaves the source and I wasn't able to replicate that. Is it a matter of having a lot higher resolution? Here is a render of what I have now: Current file: 0018_od.hip Also there is a test on Vimeo by Jeong Yeon Son that looks great: I don't get how to produce so much density from these seemingly small sources (the density seems to increase after it left the source..) I'm going to continue working on this and try different things, if anyone can take a look at my current file or has an idea I would love to hear it! Cheers H H X
  25. Hello, its my first time posting here. I am using a particle network to generate trails using the trail SOP. In that trail SOP, I would like to give each trail a different length but I have no idea how to do it. Thank you all. particleTrail.hipnc