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Found 288 results

  1. Hi. I'm struggling to solve what should perhaps be an easy problem; - Release a fixed number of points with an animated point attribute, using POP's. Here's what I'm trying to do; - Take a packed object of fractured pieces. - Pass it to POP's. - Treat all objects as static as first. - Then release each object using POP's, using an animated point attribute. - Use transformpieces to animate the packed object. I'm able to do this with the RBD solver, but it takes an incredibly long time. I don't need the accurate collisions of RBD, but really need the speed of doing this with POP's. Below is a side-by-side scene showing the setup working if I animate the particles using @P, versus my setup that doesn't work because it relies on an animated attribute that doesn't get passed through to the points (because they are born on frame 1 and have fixed attributes). Help really appreciated! clinton release_particles_from_animated_value.hipnc
  2. Hello This is the most heavy project I've ever done by far. https://streamable.com/6hax5 If you have any comment or critique please go ahead !
  3. Hi friends, I've been searching for this for a while but have come up empty handed. Is there a way to create a collision detection (frame) attribute for flip fluids. I am currently developing a splash element that requires the colliding particles to emit smaller splashes upon collision similar to what you see in this clip. The kicker is, I am doing this without a tank and hence cannot use something along the lines of a crown splash. I plan on taking the frame the flip particles collide with a surface, and copy stamp instance geo to those points and then emit through another flip sim. It sounds complicated and it has become so as the element takes shape. I would attach a file but the project is under non disclosure. Any help would be greatly appreciated. Thanks in advance.
  4. Hi all, So I'm still new to Houdini and I have this project I'm working on to melt ice. I want it to look realistic and so I've decided to make it melt layer by layer (outwards in). I've scattered points on the object itself that act as melting points on the object however the result is not realistic and it doesn't melt the entire surface rather it goes through the object. I've attached an image showing a test with a sphere as the object to be melted, the white bits are the seeds that spread and activate the melting process(they spread through the object in a sphere manner rather than just spreading on the surface first then working their way inwards). So my question is, is there any way to group the outer layer of points of an object and make it keep updating so as the object transforms the outer layer will keep regrouping? OR is there any way to make the outside scattered points grow towards the center of the object (e.g. if I were to create a point in the center that attracts all the points surrounding it towards it)? Any feedback would be much appreciated Also apologies if I don't make any sense.
  5. leaf burning

    Hello everyone! Any useful advice on how would it be possible to recreate this effect? Thanks Isy
  6. Wax/chocolate tornado

    Hi all. I have some issue and want to make Wax/chocolate tornado animation. From bottom to top. Something like this https://vimeo.com/110055200 But visually more to this I tried Pop particles and Flip fluid, Flip fluid gives better look, but pop particles can die. Flip fluid can`t die, maybe I wrong. Can suggest how to achieve this look?
  7. Dear community, I am working on a little particle system that I need some help with and I hope that you can help me out somehow: I am emitting particles from points A. These particles are attracted by another pointcloud B via POP Attract, with the attraction type set to points. So far so good. My question is now: How can I vary the attraction force inside pointcloud B for each point? Is that possible? I've been looking into and reading the docs, of course, but all to no avail. Does anybody have an idea on how to solve this issue, meaning giving the points in pointcloud B varying attraction forces? Is there an attribute that I have to apply on pointcloud B, that POP attract could use? Best wishes and merry christmas and Chanukka, Nicolas
  8. Control per particle Gravity Force

    Hi everyone! First post here! I hope you can help me. I'm doing some bubbles emission simulation, and I'm just starting this setup. I want to know if there is a way to control the gravity force (or any force that could work) by the pscale or Cd attribute from the input points in the source. I want the smaller bubbles to stay low or even go slowly down and the big ones to go up. I'll post the hip file too. Sorry for the english, I'm kind of rusty... bubbles.hipnc
  9. Emit Particles from particles

    Hi All! I have a cached particles. I wont to place it in POP Solver and emit new particles from my cached particles. And new particles must fly by velocity from cached particles. How will i can do this? Help me) Thanks!
  10. Looking for a way to apply a flat and fast shader to particles and also be able to control size, color and opacity over life as you could do with trapcode particular after effects plugin or x-particles. Thx!
  11. Rolling Clouds Simulation Using Smoke

    Hey there, I recently saw a breakdown that Main Road Post did at last year's SIGGRAPH and I have been trying to recreate their cloud simulation but to no avail. Currently I'm using particle velocity to drive the smoke velocity in hopes of generating shapes similar to their video which I've attached here as a reference along with my scenefile. I'm hoping someone could take a look and maybe give me some pointers. I would love to get close to what their reference is. I really love how they achieved a rolling cloud look. Thank you. cloudSim.mp4 clouds_v03.hip
  12. Surface bubbles

    Hello, can someone please guide me through the creation of this bubbles effect? Coke_-_Carmike_Cinemas.MP4
  13. Hey everyone! I've been digging through the forum but quite haven't found something that will help me get this effect i'm trying to achieve. i'm trying to work on an setup where I have particles stuck on a deforming grid and the particles become unstuck as they inherit velocity in Y(sop solver) and then with gravity they come back down. my current setup might be too complicated because it's proving very difficult to control. i am using a popnet where particles stick to the collider geo and become unstuck with a sopsolver "if (@Cd.r > .1){ @stuck = 0; }" does anyone have ideas on how to simplify the setup? is this something that the grain solver would be better at handling? thanks everyone! waveRipple_v003.hip

    HI, I know this might be an easy thing but i tried out and seems like i'm making a silly mistake. How can i make the movement of particles stop as it slows down?

    Hi, I've been trying to make particles slide down a vertical surface but I want them to stop for a second while in motion, and then continue sliding again. I guess, I badly need help with this. Can anyone help me out ? I've tried animating the response feature in POP Behavior Detect but didn't work out. Each particle should have its own movement. Regards, David
  16. smoke sim

    hi all so i've been trying to make smoke come off of a pillar as it gets broken but at the moment all im getting is this steamy cloud kind of following the debris parts , and i have no idea how to make them more refined and also to make the smoke more of a thicker trail , any help with this would be greatly appreciated, i am still very much a newbie to houdini. Wall_Fracture63.hipnc fist.abc
  17. Hi Guys! So i'm trying to do this simple flip sim where i have an emitter inside a teacup and i just want to fill up the cup. It's is definitely water tight, the only particles leaving the cup are over the top, but as you can see from my flipbook the particles just start multiplying on their own when they land in the saucer, which is causing them to go everywhere. It is worth mentioning as well that the particles are only set to emit between frames 0 - 24 so i'm not sure why they're multiplying. Any suggestions as to how to stop this would be really appreciated!
  18. Ground / Terrain Collapse Effect

    Hello all, I am looking at this amazing fx made by Axis for Halo e3 2013. Studying the reference ( the terrain fx ), I thought to approach this using RBD fracture to drive a second sim layer of pop grains (sand). However, I am also thinking maybe I could use vdb+volume vops to mimic the motion. and for the second layer, perhaps using just particles emitting in focus areas. I would appreciate your thoughts on how to approach this. GroundCollapse_Reference.mp4 @MENOZ would love your input if possible.
  19. Hi Everyone I am trying to replicate the output of this tutorial in houdini which was done in 3ds Max by Allan Mckay i am trying this thing in houdini since weeks but i am no way near to that......... A little help would be appreaciated!!!!
  20. Modifying Temperature before FluidSource

    This could be a really simple question, forgive me. I was curious how you would go about modifying per particle attributes (specifically temperature) when converted to a volume. For example I have a fluid particle sim and I want to use that in dops for a smoke solver.. and modify perhaps the temperature based on their respective ages. so far I've just randomized them dying based on age. which feels binary. so I wasn't sure if I could do something more in sops or if this would be a global dops animated kind of thing. Something a little more interesting and controllable is modifying the pscale for the particles. when going into a fluid source or a vdbfromparticles. I was hoping perhaps there's a similar scenario in which I could pre multiply temperature in the same way pscale is being done. Is there any guidance perhaps down that avenue? Uploaded a simple file if that makes my incoherence any more understandable. Cheers. Example_File.hiplc
  21. Alembic Velocity Issue

    Hi guys I am having a rather strange issue. I have a particle system which is advected by volume from a pyro sim, and then I have bits of geometry copystamped to this system. But when I export this to Maya with ROP Alembic I am not getting velocity. What's strange is if I do a convert to points from volume using the original pyro sim, copystamp that and export it instead... the velocity works in Redshift Maya.. why does it break when using points from pops? Does anyone have an idea about what's going on? EDIT: Found a workaround. Convert the velocity to colour in houdini, and use it as the motion vector source in Maya mesh controls.
  22. Recursive Particle Split

    Hey guys, how can I duplicate particles recursively? Sort of in a fractal / l-system way, to simulate veins, bramches and stuff like this Thx
  23. Hey guys, im kinda new to houdini working on a personal project... ive tried destructions in houdini but im a bit confused as to how to get through this effect i have a similar scene in working on and i need the pretty same impact on the ground i would really be thankful if u guys helped me a bit with this thank you
  24. RBD build-up effect

    Hi all. I have a task which basically consists of building up a model from pieces lying as a junk pile. Imagine a car split into pieces on the ground, and pieces then starts flying up to their final position, gradually building up the model. But with the pieces interacting. So I have the model, and split it out on a ground plane, next step I imagine a particle setup. But does anyone have a ressource for such setup or any tips? Unfortunately I cannot share the model. Thank you very much in advance! :-)
  25. Hey magicians, I've got a particle setup burst wich generates a pyro sim I know how to advect particles from pyro when we have ie: the same emitter (sphere) but in this case my main emitter is this particle system: So what I tried to do to have the base geo emitter match with the pyro shape is: 1) copy spheres on the particle emitter - 2) create a vdb from the pyro and use as source Both methods don't get me that pyro shape in motion with the particles, any suggestions? Thanks!