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Found 115 results

  1. I am simulating a beer overflow and somehow I can't get all the particles to slide down the collision geometry, which creates artifacts when meshing the simulation. Friction is set to 0 for both the flip object and staticObject (not animated), stickOnCollision on the flipSolver/volumeMotion is off and I have also set collision detection to none under the flipSolver/ParticleMotion Any ideas of what to try? Thank you (All the blue particles on the side of the pint don't move much towards the end of the sim)
  2. Tank Gun Fire Dissipation Issue

    I want to achieve this kind of but my smoke is not dissipating quickly. and im getting stretchy smoke. i reduce the velocity to 0.1 still im getting that line shape smoke. sorry for bad english. i cant upload Hip file because of restriction. any suggestion should be helpful
  3. Hello; Is there any node that computes the Acceleration attribute (something like Trail SOP -> Compute Velocity)? Actually, in a particle simulation, I need that attribute. Thanks for helping.
  4. 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
  5. Stopping particles popnet

    Hello everyone! The guys need help how to slow down or stop a particle based on its age. That is, the more her age. the slower she moved and then stopped altogether deceleration.hip
  6. collide particle

    Hello, I have noob question. Is there a way to emit the geometry surrounded by the red line as collide particles? Thank you collide particle.hipnc
  7. i am working on the firework effect. i emitted some particle by pop locate and they replicate some particles when dead. Each original particle has orginal id and the id is inherited to replicated particles. What i want to do is assign the normal vector of Geometry( sphere) to the velocity of replicated particles and adjust them along the each original id. so i decided to iterate over original id with For loop inside popnet. I made array list of original id and each id inside the array is taken by Find attribute value count and again loop over with the count of point number that has each id on the array list. The point number that has certain id is bringing into the list called "plis" but the list is updating and deleting,adding new pointnumber. It is not accumulating. how can i fix this ? - my array isn't accumulating but adding one point number and updating the others repeatedly. and Do i complicate the process to make little bit simple effect ?
  8. Fipping particles 360 degrees

    Hi! I am a bit newbie, sry. I have to flip particles of a grid by 360 degrees, controlled by a null swiping through the grid. Here is my solution so far. Unfortunately I can not solve the 360 degree flip properly. It would be good to have some randomization of flip axis on it too. I wuld like to make some randomization on the scale too. Could you give me some hints on it , or perhaps edit my scene , please? Thanks in advance. Robert Flip particles on grid_10.hip
  9. Hi. I am currently working on an effect for tracer bullets on a fighter plane and I was wondering if there is any way to make the emission more controllable? Currently in my popnet I have 2 pop sources, one with probabilistic emission which creates a random emission pattern and one with it off so it emits particles at a constant speed. I have a switch setup so I can animate which emission method is used, but its either one or the other. I would like to be able to mix these 2 pop sources together so I could have a constant emission with added randomness created from the probabilistic source. ex: (20% of probabilistic, 80% constant or vice versa) Thanks hip file: machinegunfire_fx_ODforce_v012.hipnc
  10. Hi; I would like to add some velocity to particles from a volume (smoke), so I tried to use "POP Attribute from volume", but it doesn't work. How can I fix it? Actually, "POP advect from volume" works, but I would like to ADD/Multiply the velocity to particles, not advect them. Thanks for helping. POP_Attribute_from_Volume.hip
  11. A small fluid-related question

    Hi, Currently, I'm working on a small sim where a character gradually fills up with water. I'm trying to have more control over the emission rate, when using the emit particle fluid shelf tool. It seems like the "Scale Source Volume" slider on the Volume Source DOP has been removed. Normally, it would be found below the "Activation" slider. I attached a screenshot of the parameter view of said node. So, my question is as follows: where can I find a similar parameter in Houdini 18? Best regards
  12. Drive Particles from Point A to Point B

    Hey guys, how can I do something like this but within a pop network? Thx
  13. 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
  14. Hi, I am importing an Alembic particle sequence from realflow. Shows up great in Houdini, no problems there. I want to 'mesh' it, I was thinking I would convert it to VDB and then to polys to have maximum control however the 'VDB from Particles' node is not taking the alembic particles (ie. nothing happens). Do I need to convert them to something else before? Am I approaching this completely wrong? Much obliged,
  15. guys , i got a big trouble, 1——let's say we have a model . the choose of model is important,models that are not rigorous enough will not expose the problem. generally 1)loop topology 2)parallel lines with changes in density(lines get close or far),like image below (there is a hip file i used attached below) 2——and now we want particles move along the direction like image below 3——that's it ----------------------------------------------------------------------------------------------------- what i have tried is using the 【calculated v attribute on model】 to make a velocity volume to advect particles or directly using 【the calculated v attribute on model】 to change the particle‘s v attribute continually , maybe plus minpos() locking in the end. but either failed , both make the particles have small inward deviation or outward deviation on velocity direction at every step/frame due to centrifugal force/inertia and finally make particles stick together. what i want to achieve is particles move along these directon and the motion/trail of particles don't have any shift/offset/deviation. all i tried just a very small part of the solutions, if you guys have any other great solution that can get the effect, please help ,it drives me crazy particles move along topology direction_TEST_MODEL.hip inward_deviation.mp4 inward deviation single.mp4
  16. Particle Sim Crashing

    I've tried caching out a particle sim multiple times each time it crashes at frame 190 of 240 and gives this error. Does anyone have any idea what this could be? crashLog.txt
  17. 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
  18. Hello! How to Increase Particle Separation for Spray - Setup whitewater solver?
  19. Hello; In a particle sim, I want each particle to fly to a goal point, but before reach to the goal, they should fly around (in a noisy path) like a bee. The problem is, they fly straight to the target (which I want to fly around), and after that, they don't stop! Thanks for helping. Particles_01.hip
  20. Hello , i have one issue with RBD Hero , it is possible to emit the same RBD hero object multiple times from particle or any objct without having to import the rbdobject node multiple times? Not packed prims only RBD Hero Object to have good floating objects on fluid tank. Becouse i try paked, prims and explode ater while, after few frames even when i play with feedback scale from Solver. Can you help me with a hit how i can manage this? Thanks.
  21. Magic Spell

    Hi guys, I'm glad to share the breakdown of my last project with you! This was my submission for a challenge hosted by Houdinimatic Community. Hope you enjoy!
  22. hi just learn houdini particle. i am a beginner in this project i use particles points then use copy to points node , boxs to make up model. like this picture however the problem is i find some box jitter very unacceptable so i Calculate the points distance between previous frame in solver node if the distance less than 0.05,then the point do not move this way make the points jitter less however i need calculate the angle distance between previous frame also but i do not know how to calculate the rotation difference let`s say ,if the rotation difference less then 0.1,then the point do not rotate. bellow is the project file point_jitter.hip thanks for your help
  23. Hello; In a particle sim, I would like particles to start to move (at a specified distance) toward an animated sphere and attach to its surface. I tried "POP Attract", "POP steer seek", "POP advect", without success! How can I achieve this particle behavior? Thanks for helping. Attractor_01.hip
  24. particles on a deforming surface

    How do I get the particles on the moving object's surface to move along the object's surface toward a point on that object?
  25. What should I do to allow particles on objects that are transformed and deformed together to follow the surface of the object to one point on the object?
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