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Found 15 results

  1. Hey everyone, I have an animated object moving in a sin wave type motion. I am trying to emit smoke outwards from it. At the moment the smoke is just rising in Y which isn't what I want. Any suggestions? + i made an awful unnecessary diagram, it might help or it might be confuse matters
  2. 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
  3. 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
  4. Hey Guys, i got a question. I got a vellum sim and i am emitting every 8th Frame one sphere into my sim. I did it with -> $FF % 8 == 1 but now i want that emission just between Frame 1 - Frame 48. So between F1 and F48 i want every 8th Frame an emission. How can i get this with an expression? Cheers and Thanks!
  5. Hello Houdinians First i just want to say how precious is all the help and tutorials that all of you guys have provided, this is very generous of you and your talent! Now that i have used flattery... (lol) I have been using houdini for about 18 months, and i still have a steep learning curve ahead to learn VEX coding and expressions, but i am slowly understanding the basic principles... I need to replicate an ancient building technique, and i need to create some variable size rocks falling from an emitter and filling-up a container or structure, piling up to fill the structure. (about 1000 rocks , between 20cm and 40cm, filling a 4m x 4m x4m box ) I found some tutorials relating to instancing or copy/stamp techniques, but some are from older versions of houdini and i have difficulty achieving this . i manage to obtain a popnet liberating particles to which i instanced a sphere (rock) , but cannot get them as RBD to pile-up correctly. I there an easy way using the shelf tools, or information you could help me find to help me build this rather simple simulation ? thank you for any help, and have a great day! Pierre D.
  6. Hello everyone I am creating a ball emitter (billiard ball). I would like to be able to create a ball of all colors with an instance that changes at random, to determine between several material. Do you have a little idea? I have link ma scene with the emitter A big thank-you Bille_sac_v03.hip
  7. Hi, I have an explosion, but I cant seem to get the look I want. I want the initial blast to just be transparent fire then as it cools down become smoke. I turned on create dense smoke and adjusted the heat cut off so that smoke is only created once it reaches a certain "coolness". However, that heat cutoff function doesn't seem to work. It always emits smoke, it doesn't seem to wait for the heat to cool down before it creates smoke. As a result, there is wayyy tooo much smoke early on. So much that when you render it the smoke is over powering the fire. What can I do to just have flames then smoke as the fire cools? Here is a good example: https://vimeo.com/156039861 Thanks explosion002.hipnc
  8. Greetings all, I am trying to figure out how to emit dynamic objects like particles. An example would be if I wanted to do a shell casing simulation, or something like in "Cloudy with a Chance of Meatballs" when bead (fem or grain solid object) could be emitted from a plane in the sky. I think this is what they are doing in the bacon example in the grains masterclass, but that file is not provided in the course materials. I have been toying with dops for a bit but I don't even know where to start with this. Would I use a multi solver? Any help would be appreciated. Cheers, B
  9. Hiro11

    POP Emission

    Hi,I started houdini a while ago,I have some question about POP emission. If I wanted to start the emission at frame 1050,I would type $FF < 1050 in the Const.Activation. But,If I wanted to Emit from Frame 1050 and keep Emitting for 3 frames from that Frame,What should I do? Thanks
  10. Hey Guys, I am trying to get POPs to emit a finite element. I have a simple setup where I am birthing a particle every 50 frames and having this fed into DOPs where the finite element solver takes over. The problem is I cant seem to source more then 1 instance of the object into Dops. I have attached a scene file I hope someone can help. Thanks, Clive Balls_Test_Fem.hipnc
  11. 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
  12. Hi, Silly question, but I'm using "old pops" and I just want to simply emit some particles when a point dies(not using collisions) and then create a small burst around the death event of each point dying. Any help would be appreciated as I'm a total noob with expressions/wrangles etc.
  13. Hi, I try to recreate more or less the same as sidefx presented in the demo video for grains. There a lot of bacon slices popp up and fall down. Unfortunately I have no idea how I can emit these slices with grains. Would be great if anyone can give me a hint where to start.
  14. Hi, guys. I built a simple HIP to show a problem i meet when emit the rbd interval. If i use creation frame way , when emit the rbd. The dop will create several same rbd object value , you can see form detail view, how to merge them into one object? Another way if use sop solver to merge emit rbd object, when there have two different rbd object, like box1, box2, every object Geometry path will create the emit object,you can see form sim and detail view. How to just created the emit object in the first object Geometry. Thanks. emit_rbd_problem.hip
  15. Hey guys, Just having a bit of an issue that is puzzling me. I have noticed that when you emit particle fluids from an object, it only emits from the object surface. I have attached an example image demonstrating the problem I'm having. I have set up custom velocities which will need to be applied to the interior also. So is there a way emit from an objects interior as well as surface, I have tried a couple of things such as converting the object to a volume and the scattering point but i can't seem to get the particle fluids to source from the points. I have had no luck so far, so any help would be greatly appreciated Thanks
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