Welcome to od|forum

Register now to gain access to all of our features. Once registered and logged in, you will be able to contribute to this site by submitting your own content or replying to existing content. You'll be able to customize your profile, receive reputation points as a reward for submitting content, while also communicating with other members via your own private inbox, plus much more! This message will be removed once you have signed in.

Search the Community: Showing results for tags 'popnet'.

More search options

  • Search By Tags

    Type tags separated by commas.
  • Search By Author

Content Type


  • General
    • Lounge/General chat
    • Education
    • Jobs
  • Houdini
    • General Houdini Questions
    • Effects
    • Modeling
    • Animation & Rigging
    • Lighting & Rendering
    • Compositing
    • Games
  • Coders Corner
    • HDK : Houdini Development Kit
    • Scripting
    • Shaders
  • Art and Challenges
    • Finished Work
    • Work in Progress
    • VFX Challenge
    • Effects Challenge Archive
  • Systems and Other Applications
    • Other 3d Packages
    • Operating Systems
    • Hardware
    • Pipeline
  • od|force
    • Feedback, Suggestions, Bugs

Found 10 results

  1. Hi. Im new to smoke simulations and are no good at expressions. I have a simulation where I need to emitt smoke from particles. I want my smoke to burst/explode for just a minimum of time right after my particles dissapear/die. Like boiling bubles or something like that. Is there a good way to set up my smoke sim, so it starts from each particle in just at the end of my particles life and then make it explode? thanks for any help File to project: ToForums.hiplc
  2. 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
  3. 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!
  4. Hi I was hoping that anyone could check out my file and give me the right track to recreate a recursive split in the new popnet. I tried for hours but can't get the same behavior, the new popnet refuses to replicate particles from the new particles, also maybe someone know how to use the "kill original particle", it seemed obvious but everytime I tried to use it, it kills all the particles at once as soon as the replicate gets activated (but no particles have been replicated). You can find a working node (using the old popnet) and a new one with my failures . Thanks in advance! RecursiveSplit.hipnc
  5. Hey guys. how would you approach a slow motion shot? I have to do a fluid sim, which has to be slowed down drastically. so here is the information I have available: I have a raw plate which is 1600 frames long super slow motion. The plate is being retimed to 129 frames in nuke. After the retime the first 35 frames is normal speed, and then it slows down until it hits the slowest point available with the fps it was shot at (speed of the raw plate). So far my initial thought is to Sim the whole thing to the raw plate and then apply the retimed curve afterwards, but I have such a hard time getting my sim to look correctly when I sim it this slow, and also that means I have to sim 1600 frames. The other thing is that I have currently slowed down the timescale on the Dopnet for my sim to get it as slow as I need, and as soon as I do the look on my sim totally change. I figured it is because the timescale is not truly a timescale that can be used for this, but this is as far as my knowledge goes with regards to slowmotion stuff. So is there anyway I can sim at regular speed, so I maintain proper force appliance etc (timescale 1 on my dopnet) and then extract some kind of information (I am thinking substeps maybe?) that can give me the in between frames information (maybe @P?) and then slow it down that way? let me know what you guys think, or which approach you would use for something like this. Cheers
  6. Hi guys, I'm copying spheres to a popnet, and have a BillowySmoke Material applied. In render, the particles seem to be swimming through a noise pattern, but, in fact, I would want the noise stuck to each of the particles. I tried adding a restPos to AANoise, with object space. Still no success.. Also, tried other spaces like camera, world - still no effect. Also, when I turn ON Do Noise of BillowySmoke, I get the same texture-swimming issue ( i.e Noise appears to be projected on top of my particles, when I need each particle to be textured by the noise ). Is there a way to get the texture attached to each particle/object? Any help would be greatly appreciated, 'cos I'm literally pulling out my hair as we speak .. Thanks, Arun
  7. Why things got different when connect to a Null SOP? Hello everyone, I have used Houdini for 4 years and it's the first time I met this strange thing, and I have no idea why this happen. Any help will be grateful, thanks. The popnet works fine, it can create fireworks. (img 1) But when I connect a Null SOP(others like merge SOP, cache SOP also have the same problem) under it, the result has changed.(img 2) My houdini version is 12.5.316.22 And the here is the .hip file : firework_ud_v001.hip
  8. Hey guys, I'm trying to create an effect, where spheres move from the centre and after a certain frame, they all fall on the ground after each other. I've created pop net which drive the movement of spheres. I've tried to achieve the falling of spheres in two ways: 1., force and collision in popnet - works nice, but the rotation looks funny when colliding with the ground + I can't come up with a way, how to make the spheres fall after each other (so they don't just fall on the ground at the same time) 2., rigid body for spheres - I can't find a way how to mix the velocity from pop with rigid body. What I did was, that put a switch node and after a given frame - pop driven spheres are invisible and the RGB spheres become visible, but I suppose that is a very nooby way of doing it There is a visible difference between these two ways, because the popnet driven spheres fall down nicely and the fall looks more natural. With RGB spheres you can see when the movement is switched. Is there a way how to take the velocity form the popnetwork for each particle driving the sphere and blend it with the RGB simulation somehow? Or in other words, could I make the rigid body simulation of spheres make look like the one I created with the popnet? Sorry if there already is a topic explaining this problem, but I wasn't able to find it yet. Thank you RGB_POP.hipnc
  9. Hello, I am, unfortunatelly, still beginning noob in Houdini and I would like to kindly ask you guys for a help. The effect I'm trying to achieve is: - There are two objects in the scene: 1., a cube, which is fractured into pieces (voronoi) and 2., a sphere, around which the pieces should orbit I'm sure there are many ways, how to achieve this, but the only way that I found is controlling the fractures with particles. Basically, there are 3 stages of the motion: 1., cube is still, not moving, 2., cube fractures, starts orbiting around the sphere, 3., pieces stop orbiting and fall on the ground (acting as RDB objects). I got to a point where my cube is fractured and every fracture has a point in the centre. I don't know how to use these particles to drive the voronoi pieces though... I'm a bit stuck, trying to come up with something smart, but I'm just running in the circles... Could you guys give me a hint, how to achieve this? .. I'm attaching my .hip file of what I have so far, to make it more clear.. Thank you control_fracture_with_particles.hipnc
  10. http://vimeo.com/5086298 THIS IS A MAGNETIC FLUX IN XSI ICE THIS IS SO AWESOME. SO I TRIED IT IN HOUDINI, BUT THERE ARE SOME PROBLEMS. I MADE A POPNET AND SWITCH IT BY CONTROLLER ANGLE If i start with 0 it works, and if controller is under 0 angle cubics are falldown. but after that controller doesn't work. it works only onetime. PLEASE HELP ME. THIS IS MY HIP FILE. (switch null node is controller, you can controll it by its angle, 0 = on & any other angle is off) magnetic.hip