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Found 6 results

  1. Well am new to houdini and trying this tut where i have to emit smoke from this jet but i don't know how to get rid of this sprite spacing I have tried to increase the number of particles and also adjusted the scale and ramp of the pop sprite but its giving me the same result. Here is Screenshot of my file -
  2. Pop sprite Problem

    Hi Guys I got a problem with pop sprite, I set a sprite rotation on my particle sim, I use rand(id) to make every particle rot differently but when the particle hit on the ground, the spriterot attribute keep going, so that it keep rotating on the ground when I assign a sprite texture, so is there a way to make the particle stop rotate once the particle hit on the ground? thanks a lot for your help.
  3. Hi Folks! This is my first post here! I'm returning to Houdini after a break only to find that POPs have changed a lot... I'm stuck on one little thing - POPspin. I have a very simple AutoDOP network - (location - POPsprite - POPsolver) in POPsprite I have a VEXpression (spriterot = rand(f@id)*360) which sets the sprite angle to random. I want to give each sprite a slight random spin which I have tried to do with POPspin but I have had no joy! Should POPspin come before or after POPsprite? (at the moment neither works...) Any help welcomed, Thanks S.
  4. sprites for pyro?

    Hi, I came across this awesome showreel. When you go to 01:08 then you can see there the thursters shot from Prometheus. When I saw this shot in the movie I was really impressed by this FX. But what surprised me whas comment in video "Thrusters dust sprites FX". Until now I had thought that sprites was some old technique that was used in old games/movies to create some basic effects. How is it possible to create such an awesome effect using sprites? Or was it used for just background elements? I would think that it was made with some fluid solver and custom sculpted velocity grids to create this nice flow of dust. Also how would you approach creating this FX?
  5. Hi, I have a grid with some texture applied to it. The texture is a PNG and has transparency in it. In my viewport it looks al fine, But when I Render, I cant see the alpha onto it. Im using a constant material. How do I fix this? THNX
  6. Hello, I am trying to render two different particle groups with unique sprites. But no matter how I do it, they all are being rendered with the same sprite. In my current implementation (file attached), I am using 2 POPNETs with 2nd one using 1st as source and spawning when 1st dies. They both have their groups and sprites nodes in separate POPNETs. I also tried split node in a single POPNET but same issue. It works well if I use geometry instancing. How can I control sprites assignment based on pop groups? Thanks POP_Sprites_Test_01.hipnc
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