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thomwickes

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About thomwickes

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    thom
  1. Tornado R&D

    Has anyone had much luck with emitting fluid attributes from particles for tornados in Houdini? I've seen a bunch of real nice results from Maya fluids. And yeah, as you say, much more controllable
  2. Orienting split particles

    that will aim them at the parent particle right? I'd need to do that just once for each particle on the frame after they're born so they don't always point to the parent particle, just where the parent particle was the frame after they were born
  3. Orienting split particles

    sounds good. thank you sir. my current messy fix was to inherit 0.001 of the parent particles velocity so I can aim them along velocity without them moving (very much).
  4. Orienting split particles

    I'd like to align split particles to face in the direction of the next split particle in sequence so I can use a copy sop to align geometry in the direction that the particles were emitted. Say I have an emitter firing out a bunch of particles, and all of those particles are splitting and emitting every frame so they're leaving a trail behind. I'd like to aim these particles' normals towards the next particle in sequence. As multiple trails are being created at once, the particle IDs are quite messy. I've tried aiming the normal using the velocity vector of the particle that emits them, but it seems that this is calculated every frame and the normal direction changes for all the particles in the trail as the emitting particle changes direction. if this is too confusing, I can upload a scene file! any suggestions? I figured I could some how use the particle ID of the emitting particle to group each trail and sort them afterwards, and then once the point numbers are sorted correctly, aim each particle at the previous one in sequence. Although this would generate some sort of 'pop' or error for the first particle.
  5. Split particles on collision frame only

    I needed "preserve group" checked on though. With preserve group checked on, and the particles staying alive, they will be constantly emitting.
  6. Split particles on collision frame only

    Ok, I worked it out. I created a group just above my split with the rule "$JUSTHIT == 1" I then used this group to split from. This will only emit particles as they collide as the $JUSTHIT variable is cleared at the beginning of each timestep
  7. Split particles on collision frame only

    Ah not quite - I'd already tried this. I need 'preserve group' checked on as I use the collided particles elsewhere edit: just realised i'd not made this clear in the OP. I've just updated it
  8. Split particles on collision frame only

    Thanks but I need to do this without killing the original particle as I'm using the collision attributes (num hit, hit id, hit time, etc) from the original particle elsewhere in my scene.
  9. Hey I'm trying to split particles on collision but only on the frame they collide on - the only way I can do this now is by killing the original particle, or by turning off 'preserve group' for the collision group that the split pop sources from. I need preserve group checked on as I'm using the collided particles elsewhere in my scene. Is there a simple expression that I could put in the activation of the split pop that just emits on the actual frame of impact?
  10. how to install Houdini Ocean Toolkit

    Thanks for this mate - nice and clear
  11. Plugging constraints into applyData

    I'm attempting to recreate the Newton's cradle example in the gnomon dops dvd. In this, he has a bunch of rbd objects plugged into a merge node, with is then plugged into an apply data node. He then has 2 rbdconstraint nodes plugged into this apply data node. I'm assuming the generic 'rbdconstraint' node has been replaced, but when I try recreating this, I get an error when plugging constraints into the apply data node. The help docs say that it should work but I'm getting a "connection is the wrong type" error.
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