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Found 115 results

  1. Particle Explosion

    Hey, I can't figure out how to emit particles in all directions from geometry. I mean, when you emit from geometry it does go in all directions, but how do you multiply that speed? I messed with particle variance, and it seems to work except for the fact that turning it up moves the particle on the first frame. In maya, there is "away from center". I turn that up, and particles shoot from the center outwards. How do I do that here? Thanks
  2. Wires on Particles?

    Hi everyone, I'm trying to use the points created by a particle sim, and copy lines to them, then solve them as wires. However, so far I can get nothing to work at all. Nothing ever shows up the in viewport, I don't know why. I have tried using one dop network to create the particles, and another to solve the wires, but this doesn't work. I suspect it's something to do with the fact that the newly created geometry needs to be imported into the DOP network, but I do not know how to do this. Any advice would really be appreciated. Wires_on_Particles.hipnc
  3. particles path circle

    Hi guys! I've made a sim with particles but I would like to keep them rotate in circle for some seconds and then use their inherit velocity. how i can keep them rotating? i've been trying to add angular velocity with cos ($T * 180) ty = sin ($T * 180) this expression, but doesnt seem to work. any suggestions? thanks!
  4. WhirlPool Attempt

    Hey guys i was wondering if any of you could give me some guidance on a whirlpool simulation ive been working on. I can submit the file if anybody would like to look at it that would be awesome. I guess the main problem im having is determining how high of quality i need to make everything. For my project in school we are using maya and arnold. I have the Rop output nodes setup and i think i have a feel for how to convert it to an alembic and importing it to maya from there. Any tips that anyone can provide would be great. whirlpool_v021.hipnc
  5. Hello, I'm trying to control some particles, I need them to travel on a ground, toward an object, then creep up on that object surface, when they reach it. I've tried a few method (creep, ray, slide on collision ...) but even if I manage to have them slide on an object surface, my problem is how to set up the POP network in order to have them transitioning from one surface to another. I've cheated with a P.y = 0 in order to have them on the ground with ease, but I'm failing at controlling a nice transition from ground to object. here is a basic setup, without much, in order to not restrict the different approaches . Also, I'll replace the particle with a small disk later, so I think I need them (particles) to be oriented properly. Thanks for any advise and help! prtcl_slide_4OD.hipnc
  6. So I've been trying to get the grain solver to use animated geometry as an emitter but I can't get it to work. I'm trying to create a sandman effect like this http://forums.odforce.net/topic/11658-flip-fluid-sand-girl/?page=1 but I cant get it to work since the project is quite outdated. The problem is that the creation frame occurs on frame 1, and If I change it, to say 1-10, it wont give me the effect I'm looking for, I moved from 3dsmax to houdini 1 month ago so be simple in your questions if you can
  7. particle "beam"

    Hello Houdini Masters! I'm having trouble with finding a starting point for creating a beam of energy being shot out of the barrel of a weapon. I haven't worked with particles much, but I don't really understand how all those particles become something so clean as a solid beam of "energy". I have some reference as to what i would want the beam to look like: (lilo & stich - the green ray from Jumba's gun): (WoW: Legion trailer - Sylvanas's arrows she's shooting) If anyone has any links to tutorials, articles explaining the process for this, or has any first hand experience working with partcles/"energy"beams your help would be most appreciated. Thanks in advance
  8. Hey guys, first post here. I'm extremely noob at Houdini and I've got a very basic question. I've got a particle system going, and after the POPs system in the Source Particles SOP it creates, I'm trying to use the Y position of each particle to drive a Blend Sequence that is copied onto the particles with a Copy SOP. What I haven't been able to find is how to query the Y position of my particles. I can find their positions with the Geometry Spreadsheet, but the name of the attribute it gives me is "P[y]", and typing that into an expression doesn't seem to work. I had thought it might be "@P.y" but that errors out as well. I think one of the problems is that I'm not telling Houdini WHAT to find the Y position of. But again, not sure how to find that. I've googled and did a cursory search of the forums here but all the posts I've found are way more advanced than this simple thing I'm trying to find Can you fine gentlemen/ladies point me in the right direction to find how to query this sort of basic data? wk2_copy.hipnc
  9. FLIP Velocity by Normal

    Hey guys, Is there a way to control the FLIP's particles velocity based on the normals of a scene object? To be more specific: I have this grid and as soon as the particles get closer to it's surface, the particles start flowing on this grid's normals direction. Thx, Alvaro FLIP normal vel.rar
  10. Water dripping

    Hi guys I'm trying to simulate a dripping effect like the attached photo but my object is a sphere which doesn't have a concave surface and it can't hold water. So do you know a way that I can emit flip from the wet surface of the sphere in the way that look likes it is drying for few seconds? I tried emitting Flip from object but it emits from a SDF and its nothing like this dripping. Thank you
  11. Helicopter dust effect method

    Hi forum I'm trying to achieve a helicopter dust raise and this is what I reached for curly dust layer more or less and I want to add another layer of dust simulation for horizontal movement after that. I used an arena shaped geometry to create velocity volume and advect some particle with this velocity field. and at last I simulate this volume from particles that has this arena shape already without extra advection, just some turbulence and disturbance. But as you see this so smooth in the base and has more noise at the ends and this is annoying. So after reading some related threads in forum, I start to think if I'm wrong. maybe I should advect particles with volume instead. actually I want to know best approaches for creating similar effect. Thanks in advance
  12. Hi, I'm having this issue with FLIP sim... one emitter, one thin collision object... and when the particles stay on top of the object they start to vanish I've enabled particle separation and stick on colision and also tried increasing substeps... The only way to reduce is just increasing the colider thickness... but It doesnt help me if I want for example a spoon, and the fluid to flow from top to bottom... flip_strange_behaviour.hiplc
  13. I saw this on vimeo https://vimeo.com/124701487 really want do something like this for my painting https://vimeo.com/125311013 I'm new in houdini How can i drive particle flow with a picture Gradient and match the colour in Dop
  14. Hey everyone, I'd like to try and create a tire burnout effect where the smoke is emitted from the tire/ground contact point. The smoke then shoots out from the back of the tire based on the velocity of the rotating tire as the car goes in circles. I'm still a beginner with houdini, so I have an idea of what I need to do (I think) but I'm not sure how to go about reaching my goal. Right now I'm thinking that I need to get a contact zone for the tire's point of contact with the ground. Then I need to calculate the velocity of the spinning tire and send that to the emitting particles (which are emitting from the tire). The particles should then emit only when they're in the contact zone (so they mostly shoot out in the rear direction). Then I make it so only the emitted particles drive a pyro sim. I've attached a hip of where I'm at so far. I have the velocity from tire figured out, I just need to figure out how to get a contact zone and only emit particles when the surface of the tire is in the contact zone. Here are a few hip files that I've found during my initial research. I feel like the examples in this link don't give the best results for what I'm going for though, so I'd like to do this another way: http://www.sidefx.com/index.php?option=com_forum&Itemid=172&page=viewtopic&t=17139&view=previous&sid=b2857b8fc9d609b04ecb1cc6610e1c18 I'd like my effect to be similar to this example: https://www.youtube.com/watch?v=QcT3xSjaPv0 Here's a reference video for the final effect I'd like to achieve: https://www.youtube.com/watch?v=Pj8zdgHMtbU. Thank you! tire_burnout_odforum.hipnc
  15. Are you a recent graduate looking to start your career in Animation? Are you graduated from Computer Science related major with interests in art and animation? Would you like to work with some of the top talents in the animation industry? Check out this exciting apprenticeship opportunity with Oriental DreamWorks in Shanghai! Oriental DreamWorks will start the FX R&D Apprenticeship Program in August this year and there will be several more apprenticeship opportunities in other departments in 2015! The Oriental DreamWorks apprenticeship program is an incredible opportunity to learn from the best and to gain valuable production experience. We are looking for the most motivated individuals to complement our team. The FX R&D apprenticeship is a paid program and will last for 2 months which may lead to full time employment. What you can learn from the FX R&D Apprentice Program? · Learn to create visual effects using particles, rigid body simulations, fluids and smoke. Develop/Enhance your skills at animation, modeling, and simulation design Collaborate with animators, character riggers, and department supervisors Write utility scripts and programs to streamline the setup process Use Maya/Houdini tools and ODW Advanced Technology to develop FX tools How to work in a production environment for a feature film What you could get after the FX R&D Apprentice Program? You will receive a certificate which shows you participated in Oriental DreamWorks Apprenticeship program. If you’re successful in the final evaluation after the apprenticeship period, you may be offered a full time employment at Oriental DreamWorks! The FX R&D Apprentice is responsible to design and create visual effects such as smoke, destruction and fluid simulations. They will also be responsible to develop tools used in FX to help enhance the pipeline. If this sounds like your field of dreams, read further for the kinds of proficiencies we are looking for: Technical Skills: Knowledge in Computer Science, Software Engineering, Animation or related field with programming or scripting skills Basic working knowledge of Maya, Houdini or another 3D package with dynamic simulation capabilities. (particle, cloth, fluid and volumetric simulation) Basic understanding of natural and physical based movements or physics Aesthetics — Visual Judgment and Design: Good visual sense of motion, design, and physics Fine arts background with life drawings, sculpting skills are plus Other Requirements: Graduated in Computer Science, Software Engineering, Animation or related major Strong communication and presentation skills Related working experience is a plus PRC or Authorized to work in China Application Deadlines: The application deadline is 31st July Target start date will be 24th August 2015 and end date will be 13th November 2015(Subject to change) How to apply: Please submit your resume and demo reels (e.g. student work, personal work or project work) online at careers.oriental-dreamworks.com. When you visit the career page, Please ensure you click on “Apprenticeship” and not any other job postings to ensure we received your application correctly. Please note, due to a high volume of applications, we cannot respond to every applicant.
  16. RBD fracture and particle in Houdini

    Hi, my name is Hyunjung Oh. I am student. Since last year i have studied houdini. I have a question. I want to make the same way. vimeo.com/106362095 I broken pig, I want to change to the coin. I had to what is broken I do not know what to do in the next.. Should I use a particle?? give me a hint please:)
  17. R.I.P.D DeadoDeathFX

    Hello, Not sure you ever stumbled on this work of mine but I wanted to post this anyway. This work didn't make it into the movie the way you see it in the video and although its been inspiring and helpful for other artists to accomplish the director vision it's pretty much remained a solely piece of home work And so I'm sharing a hip/bgeo file of what I did in my spare time before I took it further at work. With the hope there will be something useful in there for anybody here willing to give it a try. After all, sharing is caring! https://vimeo.com/106126363 Alessandro
  18. bubble effect on cup of coffe

    hello all, just random thing... on second : 00:14 is there any sample helped file to achive effect like this in houdini... it would helped for me and other to learn more and more...thanks best regards and really love this forum
  19. Hello everyone, I am trying to create an effect for a project where particle is moving in a tube with constant speed. What I need is to particle gets slow down at crushed cross section (shown by red arrow in image ) and then move ahead at normal speed. Any pointers to achieve this will be helpful. I have attached a reference image to get better understanding. Thanks in advance.
  20. Hello everyone, I am trying to create an effect for a project where particle is moving in a tube with constant speed. What I need is to particle gets slow down at crushed cross section (shown by red arrow in image ) and then move ahead at normal speed. Any pointers to achieve this will be helpful. I have attached a reference image to get better understanding. Thanks in advance.
  21. fixed particle id

    hola, i'm copying box and a sphere to particles and using copy stamp in order to randomize their scale. (rand($PT+215)) i'm watching my particles as they travel ,their point numbers are changing. so my expression returns diffrent result at every frame , so overall effect is look jittering. any idea how to fix? h14_jittering_particlescale.hipnc
  22. POP H13 Self Collision

    Hey everyone, I know this question has been asked before but I don't think the answers have been really satisfying. So here it is again: I'm trying to create a self collision effect like the way that nParticles do so easily (see link below) http://youtu.be/gfkDZQD-Hbo I'd like to be able to do it without RBD or FLIP, just by using the new POPdop, because I know how to do it in the old pop but it's quite slow and I like the new POP system much better. It'd be great to be able to consider the radius Per Particles so copy stamping could be simplified. I think it could be even used to make snow/sand sim. Would it involve writing some codes in a wrangle POP? Thanks everyone for helping
  23. Hello there, can anyone tell me how to set up random rotation of particles in houdini 13? First I would like to have the particles have a random rotation on creation. I haven't been able achieve this in the file attached to this message, so I tried to do this in sops using the copy sop and transform. However, doing this seems to create some weird kind of snapping behaviour. Isn't there a good way of doing this in the particle sim? Second, i would like the particles to have a random rotation over time as well. I've used the torque node for this, but there are some problems. For example, the torque accumulate over time (I think), so it tends to start from a low angular velocity and then goes higher. Attaching a drag fixed the issue of too high speed, but not the issue of too low in the beginning. How can I control this better? And then I tried to use vexpressions, which I know next to nothing about. I seem to only be able to control one of the axis with my expression. Controlling axisx, axisy and axisz failed... What am I doing wrong? I would appreciate any help! Thanks, Doug particle_rot_problem.hipnc
  24. Hooke's law

    I am trying to create a basic particle system with spring-mass constraints based on Hooke's law with the aim of creating some granular simulations. I am still learning Houdini so i'm just trying to assess the options to achieve this.. Could I just use a popWrangle to update forces and velocities inside a popnet? Or would it be better to use gas microsolvers? The ultimate goal is to achieve this!: baby steps first though..
  25. Hi, guys. I get a flip problem, it was a simple effect such as fountain. I built a flip with two particle source include, one is a default flat flip with no velocity. and another one was emit form object with a upward velocity, it was under the first one surface, so when it emit particle, it will push the first flip particle into air, like a fountain. Anyway it works a few time at begain, but after a while, the particle looks lost the velocity, it stop push the flip upward, or push a little. I think it may be the reseed particle problem ,when the particle per voxel big the value ,it will delete the particle. but is was not working when turn reseed off or increase the per voxel value . I can't use velocity field replace. Is it something wrong with my setting. Any help will be great. Thanks! particle_push.hip
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