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Found 434 results

  1. Dear all, Plz give me some suggestions to do simulation of talcum powder as I shown in attached reference gif. Thanks in advance..
  2. Attach pyro sim to insane particle speeds

    Hello I have set up a particle simulation, where the particles are moving with fast speeds.. now as I am rastarize them and bluring the edges, I still get pointy smoke... then I have add some substeps to the smoke sim in the pyro solver node, but still the same result.. does someone knows, how to tackle this problem and get a nice and flowing pyro sim with a fast particle system? Help would be much appreciated
  3. Hey folks I have set up a particle simulation where I have then attached a pyro sim to it (through the rasterize attributes volumes node)... Also I have imported a few objects where the smoke sim should interact with... Everything is fine, until one point: When I am wanting that the pyro sim should collide with the object (seen on the screenshot), then the smoke is just going through the "wall of dirt" (its just a wall with some grass and dirt... ) I just need the collisions so that I can then export the smoke simulation as a vdb sequence... What I have tried so far: - I have give it more thickness with poly extrude node (also added the collision guide thing to look if everything is fine) - also I have increased the substeps on the smoke sim - I have add a object merge node in the pyroFX node (as seen in the screenshot) - just ignore this one node where I have add the red line... But everything I've tried so far, I got no luck to fix it..
  4. Houdini fixed Point Count

    Hi everyone, I am doing Houdini now for over 2 years and I love the software and the community! I recently face a big problem which i cannot solve on my own and cant find anything out there. to understand my problem you need to understand my workflow: since i got a redshift liceense locked with c4d i cannot render inside of houdini :/ so i usually create the simulation inside of Houdini and export it to c4d via alembic to render it there with redshift. (which is allready enough pain) whenever i create a particle simulation which has no constant point count like there are spawning new ones or they are dying somehwere i get really weird results in c4d with the cloner or rs matrix. i copy single polygons to the points in houdini and export it via alembic. In c4d I scatter now custom objects like different stones (stone A, stone B, stone C....) on the polygons and set distribution to polygon center so every single stone gets the same position as its particle. Or in other words: every polygon receives one particular stone. I also activate scaling from source so for example if i use grains with different size the scattered stones in c4d also get the same size and pretty accurate collitions. if now a new particle gets spawned or dies Stone A becomes stones B on the same location. this results in flickering evertime a particles spawns or dies. I also cannot use a random effector to drive the rotation or color of each stone because it changes every frame. I managed to find a workaround: I just keep the particle count the same without spawning or dying particles but i scale them to 0 or 1 but this is no real solution for me. Since i need to create a lager simulation and just pick out a small piece which i then need. So here is my questions: 1. Is this a Houdini Problem or is it a c4d Problem? 2. how can i fix it? 3. if it cant be fixed are there better workarounds? If you need a video or scene file or something from this problem let me know ill upload one but its for a client job and i cannot show too much. hope you understand and thanks in advance!
  5. Houdini.School | Noise

    Houdini.School | Noise My biggest teaching venture yet. Take your Houdini Noise making skills to a new level with my 3 session class coming December 21st, 2021. Overview video about the class can be viewed through this link. https://bit.ly/houdininoise
  6. Smoke simulation driven by particles

    Hey folks, I am messing around with a particle simulation. Now I want to hook up a pyro simulation which will be driven by the particle sim. This is my smoke sim setup from the particles: (it would be awesome if someone knows, how I could set it up so that there will be the typical smoke mushrooms visible during a rocket lift-off). Because I can't figure it out how to make the smoke going outwards and not just sticking to the particle simulation.. I have tried to increasing the turbulence and disturbance in my pyro solver to break up the thing that the smoke is sticking to my particle sim... but this hasn't worked out yet. Help would be much appreciated Thanks!
  7. Generate Collision Data Vellum

    hello! im trying to make 2 objects to collide with Vellum and have a lil bit of squish when they do. i managed to get that part out however, im having troubles trying to get the collision data / impact points. my idea is to emit particles where it hits. any idea how i can do this? please help thanks
  8. Hi, I'm getting some very weird behaviour with some of my particles that collide with my VDB. They should come to rest but a small percentage don't ever stop moving. The collider is a VDB created using the Collision Source node and represents the original RBD pieces converted to a volume. I've tried using Auto Sleep and various other methods but these same particles just never stop. In one of the videos the purple colour is the active particles and the red are the sleeping particles. I've upped the substeps in the pop solver to 20 and they sill move. Any advice would be much appreciated. POPNeverStopsFlipbook.mp4 POPNeverStops.mp4
  9. looking for a tutorial

    I try how to create this simulation https://www.istockphoto.com/it/video/conto-alla-rovescia-per-la-morphing-10-secondi-conto-alla-rovescia-della-sfera-conto-gm1327612600-411918985
  10. I have a 1 object that consists of a ~1000 closed curves/splines (same ammount of primitives), i want to generate particles on each curve and move those particles along them, but each particle stays on that same curve it has been generated onto. i started with popnet with a force and a pop wrangle @P = minpos(1,@P); but of course the particles are jumping on the next spline when it comes near it, which i want to avoid. Also tried adding the popnet inside a for each prim loop, but not sure how to use metadata from that loop inside a popnet (particles disappear after the 1st frame) Can any1 please guide me on what logic i should be using?
  11. wave-like information transfer

    I am building a flock using separation, cohesion, and alignment, but I'm modifying the alignment variable. Research showed that you can use a superfluid equation to define the speed of the turn information traveling through the flock, and that helps give the flock that really fluid look. I'm trying to figure out how to control the speed of the information. I need to 1. be able to dynamically change the speed of the information based on the flocks cohesion (when they're more cohesive, the information travels faster) 2. be able to send out "waves" of information every frame, so 24 times a second 3. send out non-disappating waves (I tried the ripple solver, but one of the problems was the dissipation of the magnitude of the wave) I'm thinking CHOPS might be the best bet, but right now I'm just finding a lot of CHOPS information dealing with sound and audio. LMK if anyone knows of a good node that could help me. Right now I'm looking into just hard-coding it in VEX (basically storing the velocity of ALL of the boids at 10 frame intervals), but that will be VERY intensive.
  12. I have a scene with a lot of particles that I am trying to optimize. I've already culled the particles outside of the camera, but I want to get rid of the ones that aren't seen by the camera's rays (the shape is blobby, so I can't just use the z position). What I'm trying to do is take into account the pscale and delete the particles that are hidden behind others. I have a basic working solution in sops via a for each, but it's painfully slow. I want to try and do this with vex. The end result would need to work on millions of particles. The basic steps I thought of are: 1- find direction to cam 2- ray particles to cam (rayline) 3- find neighbors along the rayline 4- use pscale to determine if this intersects with neighbors' pscale 5- if it intersects multiple times, remove the original point I've attached a file for what I used in sops. If anyone has any ideas on how to make it faster or a way to get it working with vex it would mean the world to me. I assume it would be with the intersect() function, but I'm not very familiar with it. Thanks particle_intersect.hip
  13. Delete Vellum Particles with constraints

    Hey Guys. I was wondering if there is a way to delete particles in a Vellum simulations when they have had constraints? The scenario I have setup the particles have constraints, then I remove the constraints based on a condition, and when I try to remove the particle as well it craps out on me. Attached is a simple example file to showcase the issue.DeleteVellumParticlesWithConstraints.hiplc Thanks
  14. particles disappear after colliding

    Hello guys, I'm trying to build a simulation of blood through a vein. The setup is simple, a vein (tunnel) with particles moving through. They collide with the vein and themselves. I then use this sim to copy objects on the particles. The problem is each time a particle collide, it disappears... And I haven't setup the collision response to die... How could I fix this? Thank you... PS: I want to use different models for the blood so that is why there are several objects. Alain bloodflow_sim_debug_001.hiplc
  15. hi, i want to ask that how i create shape(skull) from a smoke(cigarette smoke) ,i try many things but can not make so can anybody help me regarding this
  16. Surface Advection [Houdini.School]

    Hi all, just wanted to let people know https://www.houdini.school is having a 15% off Labor Dale sale. Use LABOR15 at checkout. Ends September 6th, 2021 PDT, so move quick. The sale includes new classes too. I have a brand new live class coming late September as well called Surface Advection. You can enroll and view a teaser video here: Surface Advection
  17. Houdini Artist

    TOYBOX ANIMATION NZ is looking for remote Senior Houdini artists for an abstract/experimental project. Ideally you would be available to start asap. Please send example of your work and details to:play@toybox.co.nz
  18. Flickering Liquid

    Hi there! I have this melting setup with a POP solver, basically scattering some points onto the original mesh and then melting then and meshing back everything again using "particlefluidsurface". So I have been trying to get rid of this flickering on the mesh, I have over 500k points and I also tried increasing the samples and playing with the particle separation in the "particlefluidsurface" I also tried using "vdbfromparticles" but its more or less the same result. I want to know if there is anything I can do to help reduce the flickering? Any help on this is much appreciated Thanks in advance untitled10.mp4
  19. Free video tutorial can be watched at any of these websites: Fendra Fx Vimeo Side Fx Project file can be purchased at Gumroad here: https://gumroad.com/davidtorno?sort=newest
  20. Free video tutorial can be watched at any of these websites: Fendra Fx Vimeo Side Fx Project file can be purchased at Gumroad here: https://gumroad.com/davidtorno?sort=newest
  21. Group particles with maximum age

    Hey everyone! I got a very silly question, it seems simple but i cant figure it out! I have a Flip sim with reseeding "on", I had to turn it on because of the look i was looking for, so particles are constantly dying and generating overtime. I would like to randomly group those particles that doesn't die until the end (basically their age is maximum) and clone sphere on them, I have age attribute from solver but for some reason values are changing uniformly for all the points! I tried making my own "age" attribute using SOP Solver with @age += @Timeinc and attribute transfer but the results wasn't accurate enough because of "attrib transfer" approximation nature. So, I guess my solution is to group all the particles that are present in the last frame based on "id", keep them and delete the rest of them, I guess gotta do it with Vex using arrays and stuff but I'm a noobie in vex! I know it sound confusing but I appreciate if anyone has a solution for this Thank you
  22. (I have posted on the wrong sub forum, reposting here) Hello everyone. I have been using Houdini to Niagara on several projects for now and it works fine. However i would like to loop some of my sims. I do it with a couple of time remap nodes in Houdini. Of course it doesn't work within Niagara. (the sim ends in the middle, exactly where the "end" of the sim is and the second part is not showing up). I tried to alter a few attributes ( age, life ) with no success. I am wondering if there are intrinsic attributes that should be changed in order for this to work? ( I have attached an example ) let me know if I missed something. thanks! looptoNiagara.hiplc
  23. Free video tutorial can be watched at any of these websites: Fendra Fx Vimeo Side Fx Project file can be purchased at Gumroad here: https://gumroad.com/davidtorno?sort=newest
  24. Heightfield particle collision?

    Hi, I'm extremely new to Houdini and I'm trying to create sand winds like in here: My approach is to create particles (sand grains) that spawn on the heightfield, before being blown by a wind simulation or something (or instead of individual grains, just a smoke simulation) What I have so far is a Procedural desert heightfield. I followed a tutorial to set up a smoke simulation that advects to a pyro,, but I'm struggling with setting up collisions and figuring out how to spawn the smoke/sand procedurally on the heightfield. My pyro sim: My heightfield: Any help would be much appreciated! I can elaborate on any part so I can get advice better.
  25. Hello, I'm brand new to Houdini and have been working on a "shockwave" effect and I have just looked in the Render View and there was only black screen. Then I tried to actually render it but it would still only show a black screen. I've attached some images below to show the issues that I'm having. This is my Network inside of a Geometry. This is how it looks inside Scene View. This is how it looks in the Render / Render View. Here's the project file. Please help me out if you can learning shockwave.hip Thank you.