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11 GoodAbout bloodhawk
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Peon
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Name
Ambar Singh
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Location
Montreal
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Hi How are the tests going?
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You can use a combination of these 2 methodologies to achieve that. Even the first one will be sufficient -
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Did it work?
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Hello Fellow Houdini friend , Iff you have tried everything in Houdini, you can maybe use nparticles in Maya with a drag field right around the region where you want the dust to slow down. Once you have the desired results you can then bring those particles over to Houdini and use a Pyro/smoke setup or use Fume for Maya.
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Thanks a bunch for the detailed setup! Im genuinely curious, where does one start if they want to learn these things?
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bloodhawk started following How to set zero inputs of subnet in Python?
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bloodhawk started following POP Sprinkler node in newer versions of Houdini and
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Ill check out the file after work today, but for the velfield did you try dropping a trail sop before the fluidsource node and set it to Compute Velocity? Then in the fluidsource node you under velocity , you might need to play around with the Point Sampling under Stamp point settings. OR you can use a really dense particle layer that way you avoid having to bump up the point sampling threshold. Here is an example of how im generating my source density. The same can be plugged into a fluid source node (points only) and then used a separate velocity source. Using 2 different source volume node , one for vel field and one for the density, will be a bit more control over the flow. The setup for this doesnt need to be crazy complicated, you can always cull the density based on the height. PyroSource_Test.hip
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Apologies for the late reply, but pretty much yeah. How i approached this a while back was by advecting particles through the noise on the ground and then having it move in the desired direction using POPFORCE with very low noise and large slow swirl. This was used as the fluid source with the velocity field toned down. On top of that i added an extra directional velocity to push the pyro sim , which was basically just a long thin box emitting straight particle without any noise. Which was converted to a velocity field (with a bit of curl) and brought into the pyro dopnet. I unfortunately cannot upload any file for this right now, but ill try making a simple setup for you at home tonight.
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Easiest method would be to create a setup where you can feed in curves and have particles flow along the curves. I was working on something similar last year, try searching the forum for it, i cant search on my mobile phone for some reason.
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Ground - > Noise - > Particle scatter - > FluidSource -> PyroSim On top of that a directional velocity source helps a LOT! Just be vary of too much curl , you want nice smooth directional velocity with a bit of turbulence. And the Pulse can depend on how fast the snow is flowing.
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POP Sprinkler node in newer versions of Houdini
bloodhawk posted a topic in General Houdini Questions
Hey guys, I haven't been able to find this node in any of the newer versions of Houdini. Any idea how i can bring it back? Or if someone will be kind enough to write it out as a command file or hscript, that would be awesome. It used to be present as a POP Node in Dopnet. (POP Sprinkler) -
Hey APG, Will you be able to explain what you are doing inside the point vops ?
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I control the direction of the wind field with the direction of an object
bloodhawk replied to MarioD's topic in Effects
Get the Object Centroid. Get the velocity of that point. Now in the Wind Field DOP, under the direction parameters, read the velocity using a point expression for each of the respective axis. You can multiply that value by -1, if you want the Wind blowing in the opposite direction. -
Particles along curves, make particles explicitly follow/choose a curve.
bloodhawk replied to bloodhawk's topic in Effects
Yes sir, figured at much , after a bit of confusing looks. But sometimes the angles do get a bit crazy.- 14 replies
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- curve
- particles follow curve
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Particles along curves, make particles explicitly follow/choose a curve.
bloodhawk replied to bloodhawk's topic in Effects
Matt's solution worked really well, and i modified it a bit after using a point cloud to search for points and figure out a way to make them follow the curve even if the speed is way too high. (with help from our a very experienced FX lead) Now the only problem left to tackle is to figure out is when the same curve intersects itself. This is a scenario where the point cloud method falls apart sometimes.- 14 replies
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- curve
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Particles along curves, make particles explicitly follow/choose a curve.
bloodhawk replied to bloodhawk's topic in Effects
True but, if you look at the rest of my VOP network, that isnt in this file, there is nothing in there other than Turbulence that cannot be done with a few lines of code in VEX. At least that's what i have been told haha.- 14 replies
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- curve
- particles follow curve
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