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Found 169 results

  1. 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
  2. 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
  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. 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
  5. 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
  6. Hi guys I have a question that is breaking my headoff. I have a simple set up, I have a ground to collide and is scattering points in the surface , based in the distance threshold of an animated geo, I created a group based in an attribute, also have the N and v set up. From this group I'm creating particles to simulate some kind of debri left behind of the falling "rock". The particles when are born they rotate until they hit the ground, but not when are falling or "sliding" in the surface of the ground. I have a POPGraings that give me this nice falling/sliding look. Any idea on how to get the particles rotate based on the friction or contact with the ground surface? Thanks for any idea you can give me
  7. I am not sure what the issue is. I can see the simulation in the viewport but when i go to render, all i can see is a large solid block. I have attacked the project file. Please let me know what my error was so i can fix it. sandstorm_009.hipnc
  8. Hey there, I'm trying to manipulate my whitewater a bit since the scene is taking place on some turbulent ocean. So I want to apply noise on certain conditions. One is age the other should be the distance to the surface field. Without any distance my particles which are pretty close to the water surface are quite jiggly. So if in the air, apply noise. Unfortunately its not working that well. Is the surface field recognized withing the popvop? Withing the dop flip context its accessable pretty easy. Any hints maybe?
  9. Hello guys how to make fluid or particles attached to them fluid moving from the bottom point and in the end got the scope.
  10. 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
  11. 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
  12. 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!
  13. Hey guys! I'm new to Houdini and I've ran into a problem which i can't seem to fix. I was hoping someone on the odforce forums would know the problem. I have been trying to make a tool to generate snow. Thanks to a tutorial on snow simulations from cmiVFX and the great documentation from SideFX things went pretty fast, but the last couple of days my simulation seems to collapse/melt whenever it seems to reach some sort of resting point. My intention is to have stable snow which I can make a character walk through. So I want the particles to stop melting away when my simulation stops moving. I added my scene so you guys can take a look. Any ideas on how I could fix this? Many thanks in advance! snow_v18.hipnc
  14. 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
  15. 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
  16. 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
  17. 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
  18. 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
  19. 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!
  20. 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
  21. 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
  22. Are you crazy about textures, shapes and colours and constantly looking for new inspiring creation challenges? Are you passionate about 3D? Do you consider yourself great technically and creative? Do you like playing around a variety of software to get your aesthetic and realism always higher? Do you sometimes dream of joining a multidisciplinary team of pioneers based in Montreal and feel you’d thrive amazingly in international ambitious multimedia experience projects? Here is our content reel for you to be inspired: https://vimeo.com/178357432 Moment Factory is looking for creative and expert 3D Artists in different aspects of the 3D pipeline with special interest for modeling, texturing, environment and FX. Our tools are Maya and Houdini. Please note: we are not looking at character animators or any other kind of specialist 3D animators but our 3D artists also animate objects and abstract images and, therefore, a knowledge of animation is a requirement for this role. Send me your CV/linkedIn profile and portfolio/Demo reel at julietb@momentfactory.com We offer to sponsor the working visa for non-residents in Canada. Some rules apply. Note: advanced level of English is necessary and only artists with relevant portfolio will be contacted.
  23. 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
  24. 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
  25. 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 :$