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Found 386 results

  1. Does anyone know how to rotate an object around its velocity vector while it is still pointing into the direction of its velocity in vex? Maybe it is easier in vops, but it would help me understand better the underlying math behind it with vex.
  2. Hi everyone I dont know if is it possible in houdini vellum grain to increase the actual number of particles coming out of a vellum configire grain constraint? That way one can control how much grain is coming out the the vellum grain Thank you
  3. EDIT: Just doing a clean up; So I'm looking to import CFD data in order to drive a particle simulation in Houdini. So far I've managed to import the data through the Import Table Node. Get position values from 1 ID Group according to all ID's and even for one instance animated a sphere along the point positions of 1 group. 1 ID value. Does anyone know where I should be going from here? Which node groups I should be looking at? What would be my ultimate goal would be to use this data tot drive a particle simulation, eg each id relates to a particle and it moves along the corresponding positional and velocity information contained in the CSV. As always any and all help is greatly appreciated. Kindest regards, Chris Particle_Test_CFD.csv
  4. Popspin not affecting orient

    Im currently working on a tracking rocket system. I have an orient created from the velocity vector. Why does the popspin not affect the rotation? It has something to do with the popvop where I make the orient. Also does anyone know a way of creating an orient attribute using velocity in vex? Many thanks. FXTD_016_PARTICLES_rocket_system_001.00_ark.hipnc
  5. Remove particles since first frame

    Hi everyone, Let's say I have some particles following a motion path. Towards the end of the sim some particles start to be too fast. Since for the scene I'm working on the number of particles has to be constant from first to last frame, how can I delete them from the beginning? It's a big sim so I can't delete the manually. Thanks!
  6. Pop replicate delay particles birth

    Hello wizzes, how to delay pop replicate relative to parent particle birth? Thx!
  7. Pyro trails explosion

    Hello, I am trying to recreate the trail explosion at the beginning WITHOUT the rebelway course. I want to challenge myself so please don't say that I should buy the course. I have set the challenge by myself I have figured out how to achive the particle trail simulation and I can do this without any problems. But now I am stuck on the smoke/fire part. I don't know how to attach the smoke correctly to the particles when the particles are moving with fast velocities. Because when I am pressing the pyro fireball shelftool then my particles are showing like smoked points even if I increase the pyro substeps. I can do the particle simulation without problems I hope probably someone could help me here
  8. Rhythmic particle emission

    Hey everyone, this seems like a rather trivial thing, however, I'm a bit stuck. I'm currently working on an AA gun-asset to create tracer fire for a couple of night shots, but I'm having trouble getting the pop source to emit a constant stream of particles. It works if I set the emission to once every frame or once per substep, but for all other combinations of timings I tried, I get a stuttered particle stream with lumps and gaps. I must be missing something here. Surely there is a way to quantize the particle emission to be more regular? Thanks in advance! aa_asset_dev_v001.hip
  9. Setting up pyro sim right

    Hello all, I am a beginner at Houdini, but I try to understand some VEX coding, some easy coding to give velocity to normals. Now I am trying to achieve a Explosion with trails. I have set up a particle system where I have given some velocity to the particles. Now I am trying to use this particle system to drive the smoke/explosion simulation. But I don't know how to set it up right. Because I have tried the shelf tool "Explosion" and "fireball" but the result looks not so good. The smoke on the particles are dots. I have tried to increase the substeps in the pyro solver but nothing has changed at all. is there a right way, probably I do it wrong in some way. I am provide my Hip file here, in the case if someone knows how to do it It would be very thankfull. trail explosion_training.hipnc
  10. https://blackbird.la have an exciting slate of projects locked in and are looking for Senior Houdini artists for an immediate start through to early 2021. We’re looking for artists who can demonstrate exceptional skill with particle FX and motion design. Please send your details with work examples to: recruit@blackbird.la
  11. Strange water simulation

    Hey all, Something is strange with my water simulation. When I press on "Flip fluids from Object" and then pressing "Play", the "water ring" is falling instantly down. But there should be a constant falling water sim. Thats my first time I have this strange problem. How to fix this? Thanks in advance problem with fluids.hipnc
  12. Hello Everyone, This training series we will look at the basics of the Houdini particle system and also cover a variety of POP nodes to better understand how the Houdini particle system works. The training will also go through a variety of small projects that will combine a variety of POP nodes, smoke simulation, RBDs and various sop level tools to create a range of effects. The first 100 sales will get a 50% discount. for more details kindly click on the link given below https://www.rohandalvi.net/particles
  13. adding detail to Pop sim Houdini

    Hi all, is there a way to add details to Pop sim in Houdini like in this tutorial: Thanks thanks
  14. realistic sparks / embers

    Hey folks, I wanna do some pyro work. To make that look convincing I need realistic sparks. I tested a little bit and watched tutorials, but the sparks are not really convincing. Like it seems there is no temperature and they are way too universal. I would appreciate it if someone would be able to help, because I feel like I searched the whole web and there is no Documentation really. I saw how Rise fx did it for Doctor strange, but that was very briefly (here is the video: https://www.youtube.com/watch?v=I6-HW34e0WA). Im a beginner in Houdini, so dont be rough on me. realistic sparks.hip
  15. Hey folks, I started with Houdini very recently and I wanna focus on fx at first. So after trying with the Shelf tools I wanted to stylize my sims. I looked around the web and followed tutorials on a particle based pyro sim (I wanna do an explosion). The problem is, the pyro sim won't work with my PoP really well. I considered that my particles are too fast maybe and added substeps. But that didn't work out either and I don't know how to fix this thing. I hope you could understand my issue. Help would be much appreciated :^) Impact explosion.hipnc
  16. forces on particles with goal

    Hello! I am still very much getting acquainted with Houdini, but every time I need to use it I have a very specific purpose. This one has me stumped for now, but I am sure that someone versed in Houdini dynamics will resolve it very quickly! What I want to do is: fill a volume with spheres, make said spheres bounce off of each other on contact (like snooker balls), but also try and accommodate themselves onto the original shape (created by the volume). I have tried this with grains, but didn´t get too far. I am betting on doing it with particles: This path seems a lot more promising! I can get the ball´s pscale and id attributes, which will be a boon later on, when I need to swap the balls for different emojis (yes, it´s for a TV ad!). What I need to do: duplicate the current particle so I can use it as a "goal shape", with the same ids. This I can do. add an initial offset to the particles from the surface, ideally from the normals of the original geometry (or a smoothed copy). I can somewhat get it by tweaking the iso offset of the vdbtospheres node, but I worry that the IDs will be messed up. Ideally, I would add an offset to them, but not add any velocity. add a small amount of turbulence to the particles. This will eventually be animated to 0. make them collide with each other, based on their sphere geometry. The eventual geometry is basically spheres as well. make them try and reach their goal, and eventually settle down (a slider for this would be great!) Seems very achievable, but I need some light on how to make these connections! After that, I still will need to swap the spheres for 4 different groups of geometries, but I believe that I can glean information from tokeru.com (Emit_packed_prims_into_RBD_sim), and make it happen. Any help with this will be GREATLY appreciated! This is the scene file: C03_008_DVA.hip (if anyone is interested in taking a look at it!) cheers, Diego
  17. Hi everyone, I'm fairly new to Houdini and I'm trying to add some trails to a particle sim with dying particles. I tried using the old trick of using a Trail SOP and then an Add SOP set to id, but it's still not working. I don't know why but the Add SOP just straight up ignores the id after the first particle dies and connects random points. I've tried making a whole new sim in a brand new file and the error still occurs. I followed a few forum posts and a video tutorial on this method, so I'm pretty sure I'm not just messing this up on some setting. Might be some error on the version of Houdini I'm using? I'm using Houdini 18.0.348. Also Houdini gives me is a weird warning on the DOP network that says "Bad geometry blend due to mismatched point or primitive counts.". I didn't find any results to what this could be, and it shows up no matter what geo I source in. I've attached a file with a test scene giving the same errors. Thanks in advance! TrailsNotWorking.hiplc
  18. Abstract spheres in Houdini

    i want to create an abstract art like the image attached below, it has a main sphere with differrent size of spheres scattered on it, i can create a sphere with scatter and copy stamp nodes to create something like this, but how do i keep the spheres from colliding with each other? and they should also stick to t he main geometry. please help.
  19. Houdini Instructor

    short contract (3 months) Houdini Instructor. *must have work visa or legal right to work in Italy (work visa will not be provided)* - 4-7 experience specialized in high quality FX, demonstrated through a showreel - Well versed in the operation of Houdini and can easily relay the fundamentals on how to use and create in Houdini - excellent communication skills with both students and colleagues - rounded understanding of VFX industry and VFX pipeline - pro-active learner and problem solver - strong organizational and time management skills - previous teaching experience is preferred
  20. Hi everyone, so I have been working with some renders of particles that have a material assigned to them with 0 opacity. The problem comes when I try to render out as well a Deep Camera Map and bring it to Nuke. Using the usual workflow with deep images, I am able to see the particles only when I use the DeepToPoints node in Nuke - prior to that I don't even get an Alpha nor I can see them. Is there any way I can export a map for the deep so I can make holdouts with this? Thank you!
  21. hey guys. im pretty new to houdini. im trying to move particles in space but in a grid like fashion. similar to the old windows screensaver with these pipes. right now i try to find the highest velocity vector and would like to set every vector thats lower than the highest to 0. but i cant find a solution on how to do that. help would be much appriciated. cheers, jamin
  22. Ripple effect - rebounds

    Hello I am a newbie to Houdini. I trying to replicate the section from 28 - 1:08 sec of the link below, a electron duality experiment https://www.youtube.com/watch?time_continue=6&v=JlsPC2BW_UI&feature=emb_logo I thought that the ripple solver would be the right tool for my scene and I would get a realistic a ripple sim. But that has not been the case for me ... yet as the ripple does not interact with the walls. I cannot work out how to control the ripple. I looked into ocean sim but they don't seem to be adapted to what I am looking for I am also wondering how to use the ripple info to simulate a similar particle effect that reduces to a single dot on touching the end wall. I attach what I have managed to do in the hope that someone can push me in the right direction. Thank you 200615_ELECTRON_CLOUD_01.hip
  23. 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
  24. Am trying to have some light coming out from my particles and i am using a geometry light But i can't even see the reflection on the ground, i just have a little bit on my subject. I've also tried to use a sphere and copy to points with my particles but the result is very unnoticeable. Magician_Particles_V34.hipnc Ganfaul.abc ( Geomerty in the Character Animation Node )
  25. Hi ! I'm currently working on a vellum grain simulation for snow. I need to export it to Maya for the rendering process! (our light rig and texturing is made on Maya) So my idea was to separate my meshing in two parts: • one will be particles that moved at least one time (the real "grains") aka a dense meshing to get grains almost individually • the other will be the particles that did not move/are less important aka lighter meshing to get the shape of the grains. in these way, for big scenes, I'll have a two alembic low & high, instead of one very heavy alembic file. Problem is : I can't seems to find a way to separate the two of them. I saved my simulation (cache) with P and V , and wanted to create a group that'll update at every frames to put the new points that moved in it. Unfortunately: Houdini is overreding the group, like it's creating a new one for every frame. Any idea what I can do ? Thank you so much, Marine PS : On the file I attached, the idea is to get everything around the foot shape in red
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