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Found 7 results

  1. hi guys as the title says really i've got an anim i imported - i dropped down a trail sop compute velocity and now i want to turn that into normals. I tried attribute promote and a wrangle with @N = @V; but it didn't seem to work can anyone advise me how to go about doing this? end result is having some control of a pyro sim around a character eg smoke swirling up and around his limbs so i'm using a tip by Ben Watts to try and blend those animation normals/velocity with normals that simply face upwards. Theres probably other ways to do this but i've no idea and tbh this whole thing is just an guessxperiment heh heres the tut i was looking at....
  2. Particle trail length

    Hello, its my first time posting here. I am using a particle network to generate trails using the trail SOP. In that trail SOP, I would like to give each trail a different length but I have no idea how to do it. Thank you all. particleTrail.hipnc
  3. Asteroid Dust Trails

    Hey guys, This is my first post here! I'm new to Houdini and learning a lot from the shelf tools, available tutorials, forum posts and documentation. Now I'd like to create dust trails from shattered asteroid pieces. Here is what my trail setup looks like so far (.hip attached): I'm almost happy but a few things should be improved/fixed: The "Source Volume" node doesn't know the torus' velocity when drawing into the density field, which results in stepping. I'd like the smoke to interact with (flow around) the geometry. Can I draw it into an obstacle and/or velocity field? Merging the solvers didn't help yet. Maybe I could modify the air pressure/resistance aroudn the asteroid and ignore it for the smoke that's far enough away? With the "Gas Resize Fluid Dynamic" node active, there's some strange aliasing happening towards the end. Any tips on how to achieve/fix those issues would be great! I've been searching the forums and several tutorials already. But as today most of them are not written text but videos instead, it's hard or at least very time-consuming to find specific information. I'll keep playing with nodes and parameters, watching volume wrangling tutorials and also try preparing an upres setup. Thanks! Hebi 2016-08-04_asteroid_trail_v002.hip
  4. Thread Unwinds Forming Shape?

    Hi All, I am trying to implement a concept of a spool of thread that unwinds leaving a trail that then takes on the shape of the classic "support this cause" ribbon. I have started with Matt's Pop Trails example file and replaced the scatter with an Object Merge of a single point from an external object that tracks the spools Z position. This gets me a single thread trailing the spool. What I don't know how to do, is to make the trailing thread take on the proposed shape for the concept? Is this Pop Trails example the best way to handle this or is there a better approach? Thanks ap_me_pop_trails_spool_thread.hipnc
  5. Hi there, this is my first post here. I'm moving my first steps with Houdini and, coming from 3ds Max, I'm trying to find out how to get similar results in the Houdini world. One type of setup which I use quite often in 3ds Max is Pflow Spawn. Basically in this case I've some particles emitting from selected vertex of a moving object, in other words I use the moving mesh as a particle tracker. By doing so, it's easier for me to drive the particles, I can also add deformers to the mesh which will affect the position of the particles as well. Once I'm done with this first step, I spawn the particles, which in Houdini I would translate with Trail. This is what I get with Pflow in 3ds Max: I tried to create a similar setup in Houdini with the following steps: - I created a plane and animated its position/rotation - I created a Source Particle Emitter (it's emitting from a vertex group) - I deleted the Gravity, in order to keep the particles following the plane - I added a trail in the Source Particles, but the result is not what I'm after and, with a lot of particles, Houdini gets really slow This is what I get: So, I guess what I'm trying to figure out is: 1) Is trail the only way to generate a mesh from a particle source? Maybe I can I generate splines? in other words, I'm trying to get a real geometry 2) If trail is the way to go, is there a way to improve the performance and get a smoother experience? I've attached the file I'm working on. Thanks for any help. particle_trail.zip
  6. Solutions for whispy smoke trail?

    Hi guys, I'm trying to create small explosions of fireworks, seen in Harry Potter (1:23 - 1:25): I've created the particle explosion, but now I'm struggling a lot with creating the whispy smoke trail the those particles leave. I see tutorials about those big, high density smoke trails (rocket smoke trails for example), but not about subtle, low-density, whispy smoke trails. What would be a good solution to create this kind of effect? I've added my hipnc file so far, with the explosion, if that may be of any help. Thanks a lot in advance! Felix fireworks.hipnc
  7. Particle motion question...

    I'm a newbie in Houdini and I'm working on creating fireworks. I have this question, it maybe simple but I've worked on try to solve this for an afternoon... How could I make the firework trail to be thicker at the top? (Like this and this) Right now my firework trail is looking something like the image below. Is it something to do with the pscale? And could anyone tell me how can I achieve this? Thank you very much. particles.hipnc
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