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Found 189 results

  1. POPsolver not working

    I'm trying to source particle emitters from geometry that i created in a scene. Unfortunately, there seems to be an issue with the popsolver node, it's saying that: 'Connection 2 input is the wrong type' I'm trying to create a whisp effect, following some tutorials but already stuck and not able to continue. Please help! WhispIssue.hipnc
  2. Hello, problem how can I use the imported vertex color of cached particles in Houdini with a cloner in Cinema 4D? Story I simulated and cached simple particles in Houdini and imported in Cinema4D by alembic format. They have colors according some rules created in Houdini, in the end, it's just plain Cd. If I select particle when importing, I see no particles in viewport, so I switched to polygons. When I use a cloner to clone a sphere for every vertex, I expect the sphere to have the same color of vertex, like you normally have with a copy node, instead the sphere has no color if not the one of the shader. I know, I already asked in an other forum about this problem more about Cinema 4D than Houdini, with no success, it seems to me it's not straightforward like in Houdini, of course, with all the respect to Cinema 4D, fantastic program, and its community, but I was wondering if someone had the same problem and found a solution. Thank you in advance.
  3. Hey all I am working on a shot that needs ink to morph into a Heart then into a Ship. I have the base of the effect , although my last morph is a little quick,need to figure out how to slow the ship morph down a bit. But my main issue is my particle advection isn't working correctly. The particles are inheriting velocities but they are not following the smoke sim correctly. They don't form the desired shape even though the pyro sim is. I have a scene attached if anyone could help it would be appreciated. Kraken_MAIN_Ink_Effect_09.hip Ship_Mod_v01.obj Heart_Mod_v01.obj
  4. I think this is prolly an easy answer and I know I should know this. I have a pop net and I have to points enter a group based on the age, and once they are in that group a pop force takes over. but as of now they kinda pop as soon as that force takes over. is there a way to ramp into that group rather than it being an on or off so there is a smooth transaction into the pop force. Thanks for your suggestions in advance!! Rob
  5. Hi all, I want to import a particle simulation from houdini to Maya without using the Houdini engine and render in Redshift. I made a way around it stamping spheres into particles and exporting them as Alembic, but the file is too damn heavy. Do you have any suggestion? Thanks in advance.
  6. Hi, Can someone help, and explain why after translating a cube up in sops, on the geometry node to postion a box on top of another box. then making it a RBD object. then simply add a deactivate object from the shelf tools, why my pivot and object change position when I jump into dops. Perhaps Im missing something silly here, anyone help please? thanks in advance.
  7. Seven Dancing Swirling Blobs

    This is an enhanced version of an earlier animation. This time it was rendered with a dual 1080GTX G1 and 960GTX in Redshift. So instead of taking 3 hours, it took about 1hr30 - I guess there are ways of making it quicker but I'm still in the learning process
  8. Forming object

    Does anyone has an idea of how to do something like this but at the inverse? https://www.youtube.com/watch?v=zrhXB653wKg Any idea would be awesome!
  9. Hey everyone, Im trying to do a simple disintegration but am running into an issue with a crossed boundary error in the Boolean SOP. On those frames (17, 21) it seems to cause the particles to pop and I am not sure how or really why I am getting the error. I attached a couple pics to show you what is happening as well as my node tree so far. Any help would be much appreciated?
  10. Hello there, I am learning Houdini and I tried to apply the GeoBoil setup to a dancing humanoid. I am struggling to understand how to use attributes to constrain particles to their birth position on the moving mesh. I have read plenty of related topics, but I honestly can't come close to any solution. I tried freezing the mesh with time-shift, scattering points, using scattered points to generate particles in the POPnet and then restoring the animation, but of course the particles remain in the position they were generated and do not stick to the surface. I attached the basic setup file and the .abc I used. Thanks in advance! boil.hip
  11. Hey, Let's say I have footage of an actor that is rotoscoped in either nuke or after effects. I need to emit particles only where the rotocoped actor is and also the particles need to have the color based off the footage. Where do I start? Thanks
  12. pop gravity node

    Hi, I made a deformed wave and I turned a patch of it into flip object. I wanted the patch of flip to move with the deformed wave mesh, so I bypassed the gravity node. I then have a geometry colliding the patch of flip particles but the problem I have now is that, because I already made it zero gravity on the patch, the sprays formed from the collision is now floating in air. I wanted the spray and foam to be influenced by gravity so they fall back to the ground but at the same time I want my patch of flip to move along the deformed wave mesh. Does anyone have any suggestions on how to achieve this? Thanks
  13. Custom Normal Rotation

    I have a popnet creating some particles with the POP spin, to have a random rotation in each particle, also Im copying a tube in each particle, the tube rotates as it supposed to, but when they hit the ground, the tubes stays with a random rotation as well instead of pointing Y. I'm thinking that if I use the normals instead of the POP spin I could blend between the N0 and N1 when the particle hit the ground, using the hit info from the POPnet, but truthfully I don't know how to achieve this .-. I'm using POPs and copy the tubes/coins to the particles because the particles born magicaly from the floor after a character hit the floor with his cane. If anyone could help me or have any idea I would appreciate it!!!
  14. I was testing to transfer particles from Houdini to Maya,i use Cortex plugin to go into Maya,since Maya default importer sucks like 3dsmax roadmap So i was triying to get rotations, so far i cant get to work. Anyone tried this? Thanks
  15. Hi, what I want to do, as the title says, is to emit particles from an animated 2d texture. So far what i have acomplished, is to emit particles from a standard, non animated 2d texture, but i cant get it to be animated, i leave the files i have been working on, im sure is just a stupid thing that i have to turn on, but i cant find it.Also if there is an easier way, or anothert way you may think i could acomplish the same effect just say it.Thanks in advanced. test_animated texture.rar
  16. Hi there,I'm trying to change the colour of a primitive once a particle collides with it….but i don't want to use an attribute transfer because that gives me a gradient of colour on the primitive and i want to change the colour back after it's been hit and have it be a solid colour. So hit == green (0,1,0)not hit == red(1,0,0)Another problem i'm having is when i don't use an attribute transfer and write it in a python sop(code below) i change all the primitives colours in one go rather than individually where the the particle collides with each primitive.Not sure how to go about this, but here is the file attached.Any help would be much appreciated.CODE FOR HIT COUNTER AND PRIMITIVE CHANGE COLOUR node = hou.pwd() geo = node.geometry() from hou.session import * inputs = node.inputs() # bring in city searcher data pointcolliders = inputs.geometry().points() ship = geo.prims() if hou.frame() == 1: hitCount = 0 for p in pointcolliders: store = p.attribValue(“hittotal”) # get hittotal attribute from the pop solver hitCount += store # hitcount += store (to add number of hits to hou.session) hits = store green = (0.0,1.0,0.0) red = (1.0,0.0,0.0) #change colour of second input so object for s in ship: if hits == 1: s.setAttribValue('Cd', green) else: s.setAttribValue('Cd', red) particles hit each prim.hipnc
  17. Basically, I'm creating a scatter points in a surface and I plug a POP Network, so I want that the Pop Network import those scatter points as particles, but I don't know how to do that. Can some help me to do it?. So I want to put the scatter points and use it as particles.
  18. multiple target particle morph

    Anyone have ideas how to make this kind of morph with multiple goals? I am trying popsteerseek with switch but they aren't sticking to the target position. Thanks!
  19. Hello there, I'm mucking about with houdini engine in maya and used the bog-standard file hda to get particles in there and it works. So to add some level of control into maya I thought I would add a delete SOP after the file SOP and have this controlled by a slider on the top level of the hda so that within maya you can dial out some particles if needs be. This works as you would expect in houdini but has no effect in Maya. So my question is this. Is this functionality possible or does it fail due to the limitations of nParticles? If it's not the latter then, anyone know what I'm doing wrong? Cheers
  20. hi there, I have a particle system where i have a few particles colliding and dying once hitting the geometry. I want to be able to change the sop geometry's colour once hit by a particle? A
  21. Hi guys, Here the pitch : Snowflakes are falling, all of a sudden, time stop, snowflakes are in mid air, they move just a tiny bit. Only a few characters can move in the scene. Those characters are moving in the middle of those mid air snowflakes, who are advected by the movement . My first thought was to animate the time scale of my pop sim, that way the particle seems to slowly stop, which is what i want, but with that setup collision and advection didn't work. My second thought was to multiply the velocity from 1 to 0.001 in a popvop, but same conclusion, it seems that without velocity my particles wont move after advection from a geo, (which make sence, the overall velocity is multiplied by 0.001 ) Do you have any ideas how i could slowly stop the movement of my particles and advect them without using the timescale ? Thank you for your time Kind regards , Las
  22. Can't make "Font" function work

    So I've been trying to follow this tutorial: at 13:24 he uses a stamp function and changes it to a 'stamps' (string) then particle fonts change to '0' and he continues with his tutorial. On my project however, 'stamps' doesn't do anything for me. Have I not set up the previous nodes correctly, or did i misuse functions? please help! MatrixScreen.hipnc
  23. Hi.I want to emitt particles from a boiling geometry(geo with spheres, at a random lifetime). But i need to activate emitting just as my “boiling sphere” is at the end of its lifetime. Im using two popnets, but no sure if thats nessesary.I cant to it with keyframes expressions it seems, because my boubles has random lifetimes.Anyone know how to controll emmiting with expressions based on pscale or lifetime?Let me know if i havent explained it good enough.This is sort of an extension to the https://vimeo.com/152083535 [vimeo.com] tutorial on boiling geo.thanks ToForums.hiplc
  24. 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.
  25. Hello, The effect I'm trying to create is a dragon fire effect, However since I've added new translation to the particle emitter and and container the simulation no longer runs correctly. I believe this is to do with the individual DOP networks yet I'm not sure. Any help would be great since I've been stuck on this issue for some time Thank you Dragon_flames11.hipnc