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Showing content with the highest reputation on 03/26/2022 in all areas

  1. i would use hair curves or ribbon geo trail to art direct the trail. if trail are straight i would then worldcenter the head of the trail for the pyro sim. and then inject density / speed created from trail in a sparse grid. trail ribbon going the after burn way is really old school in houdini. BUT if you really want that you need a cvex vollume shader that pcopen per point attribute at rendertime. this might be useful to achieve what you want : https://www.orbolt.com/asset/SideFX::pointcloudvolume
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  2. Hi, You can get it like this: context = parent_node.childTypeCategory().name()
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  3. @animatrix Thanks so much! Definitely going to try and buy that as soon as possible. Your work is incredible, so the opportunity to learn from you would be amazing.
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