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

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Found 12 results

  1. Hello all, I am trying to figure out how to create a procedural shader that looks like sand (Applied to geometry, not particles) Are there any posts that you guys can point me to that would help me know where to start? Thank you Sand shader for dunes_v01.hip
  2. Hello, I'm trying to get a logo to dissolve/disintegrate into sand. Like it is made out of sand and something is eating out the outside shell and the sand is pouring out. In the attached file I was first trying to use a geometry and use attribute transfer to set the force of a popforce. as I would like to use in the future a more random/noisy pattern. I'm not exactly sure if my expression is wrong, if my whole set up is wrong. I tried to look around for tutorials or thread but couldn't find any. Any idea, suggestion or links would be greatly appreciated. thanks bil Sand_Desintegration01.hipnc
  3. Hey Guys, this is the first visualisation of a project for school. It's a Floating Island which has 4 different areas. A grasland, a sand desert, a swamp area and on top of the mountain an ice land. The base geometry was made with WorldMachine 2 and also the base textures were made with this tool. After that, the base textures were edited in PS. All of this data was then imported in Houdini and things like clouds and plants were added. Also the shading, lighting and rendering was done in Houdini with Mantra. This is my first project in Houdini, Greetings Chrizzo Floating Island_Konzept_V1.0_Ani_01.mp4
  4. hi everyone i have a small issue here with my sand grains (wet grains) - i'm trying to get my mesh to collide with them but they seem to be jumping about a fair bit as the character moves. I'm not sure what i can do to adjust this jumping about does anyone have any ideas? playblast below to show you what i mean. I cant share the scene file right now sorry but the jumping of particles is quite noticeable here ip.mp4
  5. okay so i've got a little issue here... I have FINALLY (After 30 hours of twiddling) got a really nice fairly stable sand grains anim going that interacts nicely with my char. so i've got my node network which is a basic off the shelf grains upres... i'm trying to wrap my head around whats happening in setseed_adjust_scale attribute wrangle node but i cant suss it out anyway what i want to do is vary the scale of my upres particles making some bigger and some smaller. so in my head i drop in a new attribute wrangle node (circled red in the pic) and i add the following: float @pscale = 1; @pscale = rand (0.002, 0.006); and BLAM! my pc fan after 30 seconds nearly ran out the window screaming!!!!! Its done this twice now and just locks up hou and the pc! so i'm properly stuck here - i cant figure out how to vary the scale of those upres particles - they are all the same size Anyone got any ideas on how to adjust this? ta ant
  6. As nobody answered my previous post (no hard feelings ), here I am again. I have made some progress with sand/grain but I'm still not sure of the process. In this new file I'm trying to have the sand to gradually blow away . I'm using a PopForce to move my particles and I'm controlling the v@Force Attribute with a voppop. I'm using a ramp based on Y and a turbulence noise to set the @force value as I would like the sand to start blowing randomly from the top and slowly go down the pile of sand. But I have 2 problems. 1- because the noise and the ramp are based on position, the particles enter and exit the noise/value 2- the noise is fading to quickly, I think I need to add a fit node to compensate.. but I can't figure it out. Here is my ramp/noise test (on a volume). PS: my previous post was about sand disintegration. and I attached a Hip of my scene. Please Help me out! sandtest_forceRandom.hiplc
  7. Hey guys I'm currently playing around with Houdini so please excuse any silly questions. At the moment I'm trying to figure out if I can cull/delete any particles that aren't bound by constraints in my sand solver test. The setup is pretty basic but those pesky particles that fall off like debris aren't what I was trying to achieve; I kinda just wanted it to split into two separate pieces. Not sure how to approach it, but will try to read around it and figure it out. Any help would be amazing though! Thanks in advance
  8. Hello everyone ! I'm trying to get an object impact sand. To achieve this kind of effect I planned to create a setup based on this great idea: https://vimeo.com/155198661 Here is what I have so far: Unfortunately I lack the maths to go further. What I need is to spread my velocity vectors outward from the collision mesh and also to remove any vectors that are "BEHIND" the motion. I was wondering if there was a way to ramp down the density using a volume VOP and the BB attribute but no luck so far, or find a way to emit more grain at the front, avoid a constant emission within the volume. Do you guys have any suggestions ? Cheers ! sand.avi collide_setup_01.hipnc
  9. Hi everyone! I would like to share our student short-movie, we done all the FX with Houdini and some render as well. (PDB, RBD, Smoke, POP Particle) link : https://www.youtube.com/watch?v=7HS6V0S7YbM We would like to thank again all the people who helped us accomplish our goals and make this short film. Without them we would never had won so many prizes (12 nominations, 3 prizes, broadcasted on canal+ & Futuroscope)! Thank you to OdForce, Houdinimatic, Houdini Forum and a huge thank you for the free licences that were provided Houdini We would never be able to do this movie without you! Fell free to share it !
  10. Hello there! I'm new to this forum soo.. nice to meet you guys! Hah anyway, the effect that I want to achieve is like those guns shooting onto Sand, but to make it a digital asset Here are some of my references for the effect. Transformers Fighting Scorponok with sabot rounds Around 1:24. In my file, I used paint to paint the areas where I want the impact to be (From there I emit my particles). I want to make the painted areas (The one that is white has the most velocity, while the black coloured ones has the least velocity). Somehow my POPVOP didn't work. What I want to do: 1. Controlling the force/velocity of the particles (How big the impact of the shoot on the ground can be, the sand shooting upwards) 2. Controlling the distance of how far the particles can go (and then loses its velocity). I know it's too much to ask for, but I hope I get some headstart example file or something, or some advice/notes on how to get the effect. Would be great if you could help out! impact.hipnc
  11. Hey Guys, I've recently had to investigate simulating sand. I've manage to find a work around by combining a few different techniques which seem to work for the shot, however i came across the Gas Sand Forces Micro solver and would love to know how to implement it. I don't know if the micro solver will do what i want, I'm doubtful that it will. Either way i would love to know: A ) What it was designed/used for ? B ) How it can be implemented ? I'm hopeful that it plays well with the Flip Solver, although I have a feeling that its something left over from the old "sand" solver, that the the new Flip solver is based off and it being legacy... Any insight would be great! Cheers!
  12. I am trying to create a basic particle system with spring-mass constraints based on Hooke's law with the aim of creating some granular simulations. I am still learning Houdini so i'm just trying to assess the options to achieve this.. Could I just use a popWrangle to update forces and velocities inside a popnet? Or would it be better to use gas microsolvers? The ultimate goal is to achieve this!: baby steps first though..