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Found 115 results

  1. Hello, i've a POP Solver with particles and a Static Solver of a static object on which the particles should collide. Also i have a popCollisionDetect which writes the hit infos in the particle point attributes. Allways when i put on the static solver there will no hit attributes be written. How can i get these hit attributes when i you a Rigid Body Solver or a Static Solver? Is where a way? Thanks!
  2. Particle motion question...

    I'm a newbie in Houdini and I'm working on creating fireworks. I have this question, it maybe simple but I've worked on try to solve this for an afternoon... How could I make the firework trail to be thicker at the top? (Like this and this) Right now my firework trail is looking something like the image below. Is it something to do with the pscale? And could anyone tell me how can I achieve this? Thank you very much. particles.hipnc
  3. Hi, could someone give me a simple code example or a link how to read the particle attributes of a DOP Network? (especially how can i get the collision data of the particles and an object?) I tried it with deriving my class from SIM_Data, but e.g. the SIM_ElectricalProperties example doesnt help me further. Thanks for your help.
  4. Hey guys, I've been trying to solve one problem I have with RGB applying to voronoi pieces, which are driven by particles. So in the beginning I create a box and voronoi it, create centroid point for each piece and move the points to affect the movement of voronoi pieces with a copy node. Now, the effect I'm trying to achieve is that when the particle turns red, the particle stops moving, and the voronoi piece that the particle is driving stops as well (velocity becomes 0). The problem I have is, that if the particles are not moving (its just static voronoi cube) the switch to RGB works perfectly. But as soon as I add curl noise on particles or any movement, the RGB simulation messes up. You can see that in my .hip file when you go to - box_object1 - popnet1 and you visualise the "BROKEN_SIM" node (which makes the particle stop when they turn red). If you visualise CORRECT_SIM, everything works just fine. Could it be that the rest position takes the frame 1 position of voronoi and then messes up, because voronoi has moved? Does anyone have an idea what could I be missing? dropFreakingOut.hipnc
  5. Hello, I am currently trying to render a scene from an intro to fx tutorial of a character dissolving into smoke from points being emitted. In the scen viewport I have a color ramp on the points and it renders as a colored blobs. I am having trouble assigning a smoke shader. What is the best way to render smoke from points? Thanks
  6. seeing the last particle tutorial on sidefx using H13 plus the halloween instancing tutorial instancing seems to work a bit different on particles i think. Im trying to randomize the color of the green channel of all instance particle models. On the (auto created) location_particle Object node - I added a instance node and after that - a material node. -overrides material use local variables ON -baseColor and as a color: rand($PT) does anyone know how to randomize the color? thnx
  7. So I setup an easy Particle system on Houdini, and when I try to Alembic it doesn't works, just FBX does. Can anyone please make an easy Houdini file with all setup for Alembic ROP a particle system?, so I can see whats the diference between it and mine. (I cant share mine because the source is a Bgeo sequence of 360 files) Im on H12 and trying to export alembic to Maya 2013 x64
  8. I have a project to make line motion. I can do it. but I have some problem. I try to follow particles on the line. It's too hard for me. I use "creep sop", "point sop", "attractor pop". but it's not working. is there anybody help me? please.
  9. Particle setup

    Can anybody help me to do this particle setup: In Maya i think its possible to do by using two VolumeAxisFields, but I don't know how to do this in Houdini.
  10. VOPSOP "grow point selection"

    Hi Everyone, I started learning Houdini a couple of weeks ago, and I love it so far! Basically I am trying to use the vopsop to simulate the behaviour of the "grow selection tool", without any luck unfortunately. So if I select the points nearest to the ground plane in the vopsop, I want to be able to grow this selection (with a slider or something) on the mesh. Not in any particular direction, just following the geometry, as the actual tool would. Any help/advice is much appreciated! Thanks, George
  11. Hi guys, I'm working on a project where I have to generate smoke like effect to define a character's movement. So taking alembic export of the animation, and converting the mesh to particle interaction within the boundary of the mesh. I'm doing some test with simple sphere where particle interaction happens inside a moving sphere. I got some problem where after birthing all the particle inside POP net, it doesn't follow the translation (or rather deformation) of the mesh. What I wanted is generally represented with particle sop where the particle are birthing and interacting within the sphere even when the sphere is moving around. I just need to get the same behavior inside pop net. Does anyone know what I'm missing? I tried using collision inside pop but that means interaction within the surface of the mesh and not really what I wanted, Ed particleTest.hipnc ballTest.abc.tar.gz
  12. hello fellow artists, I'm having a weird issue with particles emitting fuel and temperature. after my particles die there is something left that continues to release fuel and temp. not sure what it is. I'm not sure how to get rid of this ghost. any help or suggestion would be appreciated. even a link to previous thread would be awesome. also if someone has a more elegant way of doing this, I'm all ears...and eyes. here is a test file and thanks particlesEmittemp03.hipnc
  13. Hello everyone! I'm trying to achieve an effect with the use of Houdini where multiple sheets of paper is being blown out of an mailbox.(Mail and letters to be exact) My plan is to use different layers of 3d sheets to comp together with some live action plates. 1. Some sheets are Rigid and doesn't fold or bend. This effect I've managed to achieve somewhat. I found a hip file by Valerio Di Napoli where Rigid bodies are being emitted with the help of a particle network. By looking through this .hip I managed to understand the workflow somewhat and create my own RBD emitter. Flipbooks of some test simulations ->youtu.be/f2L9kFGgAH4 My .hip file for this simulation is attached to the post.(RBDs_from_particleEmitter_v002.hip) With some tweaking I think this approach could work as letters are quite stiff when they aren't opened and full of bills One problem I have with this Is that I can't seem to use a grid as the instanced geometry. For reasons I can't understand, when I use a grid they just get stuck at the birth point of the particles and doesn't move at all. As of right now I'm using a box scaled down in the Y axis to act as a letter. 2. Now on to my major problem! Some sheets I want to fold and swirl in the air. I would prefer them to interact with each other but its not must. By using a cloth simulation on a grid to create these sheets of paper works quite well and looks pretty good. Since I don't need as many of these type of sheets, only about 10 or so, I'd like to think that the simulation would not be to expensive to preform? (If more sheets are needed I guess doing multiple simulations would be one way of approaching the problem to avoid performance issues.) Now, I thought that the previous method of emitting RBD might be useful when trying to emitting these more dynamic sheets of paper. I was wondering if there is a way to use the same setup but instead of emitting Rigid bodies I want objects simulated as cloth to be emitted. Is this possible? I tried to just replace my RBD Point Object node with a Cloth Object node and the Rigid Body Solver node with a Cloth Solver node in my DOP network but with no success. Attached a second .hip for this (CLOTH_from_ParticleEmitter_v001.hip) trying to achieve something looking like this but emitting the papers from a specific spot. I'm quite new to Houdini and don't really understand all the abbreviations yet so be gentle on me will ya! Haven't really caught up on the scripting part yet either. I would therefore prefer to solve this without much scripting if that is possible. Is there someone out there who got any thoughts on this? Grateful for any help I could get! Sorry for making this post so long. I tried my best to explain this in my limited English. Thanks! RBDs_from_particleEmitter_v002.hip CLOTH_from_ParticleEmitter_v001.hip
  14. Hello, I am trying to render two different particle groups with unique sprites. But no matter how I do it, they all are being rendered with the same sprite. In my current implementation (file attached), I am using 2 POPNETs with 2nd one using 1st as source and spawning when 1st dies. They both have their groups and sprites nodes in separate POPNETs. I also tried split node in a single POPNET but same issue. It works well if I use geometry instancing. How can I control sprites assignment based on pop groups? Thanks POP_Sprites_Test_01.hipnc
  15. Hello all, I am quite new with Houdini, just started in the beginning of this month. I enjoy Houdini very much, however, I encounter a problem here and have been here for quite some time. So what I want to do it basically make a scene of a ball crashing a wall and then have debris coming out of the wall as the effect of the crashing and the wall being torn down. Well basically want to get this to the next level. However, I have been looking for a way to do this and found somethings but maybe because I still need to learn more about Houdini, I do not really get how to do this properly. So I thought I can start from a simpler scene first. Firstly I read a post hereand have tried to do it step by step and even try to mimic the scene exactly but I still have no luck. I use Houdini 12 so I grabbed the torus_debris_h12_fix.hip file. I did everything as exactly as how it is in the file, but as from what I check, I see that the "delete" from the particle_location1 does not work properly (If what I see is correct). Although I see this problem, I have no idea how to fix it since I think all is correct I attached my file here. can anyone help me on this? and maybe if you know a tutorial that can be helpful for me to get the hang of this? Thanks in advance houdini_29-09try.hipnc