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Found 195 results

  1. Fire Sparks from Pyro Simulation

    Hi there! I'm trying to figure out how to create a POP emitter from Pyro in order to have a realistic (and procedural) Fire Sparks simulation based on heat amount. I've tried something but it's a very rudimentary solution, especially because I'd love to emit particles from top of fire (maybe when heat field falls down). How I can use a pyro field as POP emitter? And, most important, what field do I need to use? Do you have any suggestions, tips or tuts to share with me? Any help will be really appreciate! Thank you for your time. mois_fire_sparkles.hip
  2. limiting area pop wind can act on

    is there a way to have it so that pop wind only affects particles in a certain area only? for example only having pop wind on particles between y=2 and 5
  3. Vellum Grains - POP Spin / POP Torque

    Hey folks, simple question... is it possible to use the POP Spin or POP Torque (DOP Nodes) on a Vellum Grains sim. I am emitting Vellum Grains continuously and after the sim i use the Grains to copy f.e. Boxes onto the Points. But i can't get the Geo to rotate. They stay static at one axis and don't rotate. So my question is: Is it possible to use POP Spin or Torque on Vellum Grains? Cheers
  4. Hi everyone! I'm currently going through the Procedural Cities in Houdini Tutorial from Pluralsight. So far everything worked out great. I had to adjust some nodes (As the tutorial was made in Houdini 15) But it's working. I'm now in the process of aligning bounding boxes of Buildings to the geometry surrounding them (e.g. rotating the buildings so they face the streets) Using a bulletsolver and popattract. In the tutorial video this simulation runs smoothly... when I'm opening the exercise files on my Computer it runs fine too. But with my own file the viewport runs slow (like 1 frame every second) The perfomance monitor shows this: (The dopimport took even more time but I bypassed it here to see if the problem was somewhere else) I'm not sure where to check for the __DopDetailLook_Guide or how to influence it. But it seems to be viewpoert related, as entering a framenumber in the timeline simulates super quick and gives the right result... So this isn't really breaking anything as I can get the correct result anyways without waiting forever, still I would love to know why the simulation runs so poorly in the viewport. If anyone wants to see the hipnc file I'm happy to upload it somewhere. Any help would be greatly appreciated! Cheers! Daniel
  5. Natural Wind Movement on Vellum Cloth

    Hello all, I'm looking to create a wind force that flows through vellum cloth in one direction. I feel like I'm getting close with offset on a pop force but it seems like the wind is moving the cloth uniformly all at once and I can't figure out how to fix that. I've attached a reference of the flowing cloth I'm trying to create and a hip of where I'm at. Any help would be greatly appreciated! videoplayback2.mp4 Simple_FlagWind_01.hiplc
  6. Pop Forces and RBD

    Hi all, I am trying to learn RBD. And I have a question about pop forces. I am using pop forces to effect my sim and I am confused. I need sop solver to break glues, the pop force doesn't break glues, is that right? And I am using sop solver to decide where to delete constraints so that pop force effects these released pieces. Am I correct ? Best regards.
  7. Kill particles by distance

    Hi all, I'm trying to come up with some vex to use to kill particles in a sim when they have traveled a certain distance from their birth location. I have mother particles that last one frame and i'm using a pop replicate to spawn new splash particles from them. What i'd like to do is store the position of the mother particles and subtract it from the position of each replicated particle every frame to get the distance, then set them as dead once this has passed a given threshold. Extremely limited VEX experience here, so if anyone could give me some kind of starting hint/snippet that would be amazing Many thanks, H
  8. Hi all, I'm trying to come up with some vex to use to kill particles in a sim when they have traveled a certain distance from their birth location. I have mother particles that last one frame and i'm using a pop replicate to spawn new splash particles from them. What i'd like to do is store the position of the mother particles and subtract it from the position of each replicated particle every frame to get the distance, then set them as dead once this has passed a given threshold. Extremely limited VEX experience here, so if anyone could give me some kind of starting hint/snippet that would be amazing Many thanks, H
  9. Hey guys, I need to create an effect like those in the reference images. I've started with a pyro sim with a high velocity on one axis to push it in that direct and then I'm adding noise to it as it slows down. I'm then adverting particles through the vel field however I am struggling to get the pro sim to expand like a cone shape like those in the images If anyone has any suggestions that would b fab Cheers
  10. Is it possible to have a mutual collision between Pop Solver, with POP Fluid, and an RBD Object ? Something like the Feedback Scale we have in Flip Solver. It's a basic Setup, I have a box, blasted the top edge, and an RBD Sphere in there, and I emmit Pop Fluid and I'm trying to achieve mutual collisions, so to make the sphere float on the liquid surface
  11. Teleportation effect

    Hi, I recently finished this little teleportation effect. Some of it's based off of "applied houdini particles VI", but converted into 3d behavior. CC is always welcome:)
  12. Wetmaps are not visible

    Hi, I am trying to get my model wet by rain. But wetmap is not visible on the object completely. It just shows up on the half body like the only half of the body is getting wet. I have attached my file Thank you rain_nine_v08.hip
  13. hello guys! I have a pop sim that runs for like 30 frames as they fall .. then I want to revert(attract?!) them back to their initial position (as they were before falling)... I tried the per point attract on the attract node.. and I get their positions back .. how can I get their orientation also to be targeted to the initial orientation?
  14. Primitive to particle Position

    Hello Im new to Houdini and want to make a simulation driven animation. I made an emitter to emit only one particle witch movements are driven by wind and gravity nodes. Now my problem i want to set an primitive like an sphere to the point where the particle is (the particle drives the motion) and simulate smoke from the primitive Could anyone help me out ? Thanks
  15. Hello, I've been working with POP grains lately and I have collision object which is animated with a fast pace. I am trying to make my Pop grains stay on that surface without flying away from it (can't change animation). Maybe there is a way how to make those grains stick to collision surface without them flying away from it as you can see in the video. I tried changing Max Acceleration to smaller and bunch of other settings, but it doesn't really help and also my sim doesn't work correctly how it was before. MY WIP : https://vimeo.com/400687774 (pw: flour)
  16. Hello, How do you control the birth rate of particles based on the velocity of the source object. So if source object (eg broken wall pieces) stop moving, I don't want particles to spawn there anymore. My emission type is set to POINTS (so I can't use the Emission Attributes). I also have no RBD objects in my DOP network, only POP SOURCE, POPSOLVER, POPOBJECT. How do I grab the velocity and use it in the birth rate field? I also made an @emitSpeed attribute in SOPs. Which works, it goes to zero if the source points stop moving. But I can't write 1000*@emitSpeed in the Const. Birth Rate field. regards r-a-n-d-o-m
  17. Hi everyone, it's as the title says. I'm trying to create a basic setup where I have 2 fluids interacting with one another in the same flip sim, then I'd like to separate these pop streams to mesh each separately. I've included my working file. Any help would be greatly appreciated! SeparatePOPStreams.hiplc
  18. How do you combine 2 velocity fields?

    So, I am trying to advect some particles around a torus with a 'volume velocity from surface', thing is, once they get out of range of the torus they just kinda stay there. So I am trying to add another velocity field to push them back, however I have gotten awfully stuck on this. In the example I have a torus with velocity and a box with all velocities pointing inwards, so how do I best combine these two? Also Happy New Year to all! vel_test-01.hiplc
  19. Rocket launch pyro test

    First post here for feedback and direction, this mostly a test render for my first big pyro simulation. It's being driven by a pop system that's firing particles downwards and using that to drive a pyro simulation. The collisions for the simulation are pretty broken, please ignore those. One thing that I'm having trouble with is getting the outside plumes of smokes to rise higher, anyone got suggestions? Sequence_1_v01_-_converted_with_Clipchamp.mp4
  20. Hi folks, I'm stuck on a issue. I have a deformed geo that i have fractured in packed pieces. Then I want to use a popnetwork to drive my packed pieces. I would like to update the position and the rotation of my particles with the deformed geometry, but when i try to update the position with a pop wrangle like: @P = point(1, "P", @ptnum) with my geo source on the second input of the popnet, the orientation dosent fit of the original geo, the orientation is not updated. So, how can i update properly (position and orientation) of my packed pieces with the source deformed geo in the popnetwork frame by frame ? here is some video to show you, ths ! What i have, orient not updated: orient.mp4 What i would like, fine deformation: orientok.mp4
  21. Hi guys, I would love to recreate these 2 effects from Michael Rigley I would love to know how to make the one below first. it looks simple and bautiful. https://player.vimeo.com/video/301087373?app_id=122963&wmode=opaque&autoplay=1 and so far I created this .Hip pelotitas.v01.hip Any idea, tip, tutorial, help with this subject comes in handy Thanks a lot
  22. Hi! I am trying to do simulation using crowd system. Agents should decide wich 1 of 3 splines to choose depends on smallest popgroup number in destination point. Could anybody help with VEX in popwrangle? Hier is a scheme attached. I think to use splines because houdini has not navmesh like unreal engine has. And navmesh as far I know just splits polygones and draw optimal spline on its chunks in direction of movement. This should simulate 3 lines in a shop. Agents should go where is not to much people waiting
  23. Dust effects

    Hello, I'm trying to make dust effects like Avengers. I used color attribute by boolean and use pop with it. I'm struggling with generating pop and there is some lagging like the video I upload. How could I fit it and makes it looks right way of emitting particle as well? untitled.mov dust_effects.hiplc
  24. I am doing a small rain system. When i add the trail sop, followed by an add to connect the point with the ID attribute, everything works fine until i set the trail increment to a value different than 1, then it completely breaks. I believe it is because particle are dying, but i cannot figure out how to debug it Trail_sop_issue.hip
  25. Fluid into FLIPtank + interact

    What I am trying to do is to get a fluid of any kind (pop or flip presumably) to interact with the fluid in a flat fliptank. Seems like it should be easy, but I can't seem to get them to react and mix like fluids (or interact at all actually). More detail: I actually am trying to get a cloud of blood to spread out into a pool under a body that has just fallen in. Perhaps this means I need a different solution than if I was dumping particles into the tank from an emitter outside of it, but I can't even get that to interact, so any advice on this would be most helpful, and I am grateful to anyone who spares even a moment to consider the problem. Much appreciated! PS- I have scoured the internet, including this site, for advice on this, and have come up empty handed.