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Showing results for tags 'emit'.
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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 i...
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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 th...
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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 wh...
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- sparks
- pop emitter
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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...
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- simulation
- vellum
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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 stee...
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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 t...
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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, tha...
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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...
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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? Th...
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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...
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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 ha...
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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 et...
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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.
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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...
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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...