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Found 122 results

  1. I want to make fireworks using pop network in houdini. So I made particles that go up. It is calculated in "popreplicate1" And I wanted to make particles that come out when source particles are dead. So I made a group named "dead" and replicate a dead group. This node structure runs well (I forgot merging) But this node structure is not working properly I think the problem is that the group has a problem as the stream has changed. After completing the operation at the first input of merge, do we continue to use the stream of the first input when moving on to the second input? I want to know what the problem is.
  2. Particle Morph on animated geometry

    Hello, I'm trying to do a particle morph effect and all I want to do is to have the animated data imported into the pop network. The effect is from a tutorial by Nicolas Donatelli (https://www.youtube.com/watch?v=B4Zz8Erc09E). Morphing works great but only works on a static geometry and I would like the animated data to be imported as well. It probably an easy solution, would be great if someone could figure it out. Attached is my HIP file with animated geo. I've tried the pop attract node which does the job but it can be quite tricky to control. ParticleMorph_WIP_1.hiplc
  3. Hi everyone, I created simple pop network with fixed particle count (100) and connect sphere to particle points. I want to export 100 animated seperated spheres to fbx files. I try to different ways but spheres not moving in fbx files Waiting for gold helps thanks.
  4. Art Directed Shockwave

    Hey there, I am trying to get an effect of an art directed shockwave done. In my particular case I am trying to shape the shockwave in the shape of a heart going outwards. I literally have no Idea how to get this effect going. I was thinking about feeding my animated shape into a pop network where I create the particles aswell as the necessary attributes for the pyro solver. Has anybody here an idea how to archieve this kind of effect. In my thinking there needs to be a way to get this to work with any kind of shape. I am thankful for any advice helping me out!!! (I am relatively new to Houdini, started last year and focused more on some vellum sims. Now I want to expand my skillset with some personal projects adressing different parts of the software)
  5. i am trying to use the volume gradient - volume sample method to keep moving particles inside a volume. The particles move freely with a noise but as soon as they reach the edge they should turn. Doesn't seem right so far sdf_bounds.hip
  6. im trying to generate a nice streak like energy like this video here : I have achieved something like this( attached hip file) and havent gotten much close to this type of effectshockwave.hip in terms of the final render could anyone guide me on how i could achieve this - ihave used smoke to advect particles currently but i feel i am doing something wrong in the nodes. Thanks in advance
  7. Hi all. This should be easy, but it's killing me... I have a control object living outside a DOP network, a simple particle system. I've plugged it into the second input. Inside the DOP I access this control position without issue, in a VOP. However I then want to follow up by killing particles in a POP wrangle, based on distance to the control object... Easy right? Here's my vex: f@dist = distance(@P, v@opinput0_P); if ( @dist <= ch("threshold")) { removepoint(0,@ptnum);} ... simple. But it kills particles around the origin, not the control object, as if v@opinput0_P = {0,0,0} I've tried multiple variants on opinput, explicit path and the point function etc but it always gives me a "kill" radius around the origin, not the control object. Anyone see what I'm missing? Thanks in advance!
  8. I am simulating a beer overflow and somehow I can't get all the particles to slide down the collision geometry, which creates artifacts when meshing the simulation. Friction is set to 0 for both the flip object and staticObject (not animated), stickOnCollision on the flipSolver/volumeMotion is off and I have also set collision detection to none under the flipSolver/ParticleMotion Any ideas of what to try? Thank you (All the blue particles on the side of the pint don't move much towards the end of the sim)
  9. Tank Gun Fire Dissipation Issue

    I want to achieve this kind of but my smoke is not dissipating quickly. and im getting stretchy smoke. i reduce the velocity to 0.1 still im getting that line shape smoke. sorry for bad english. i cant upload Hip file because of restriction. any suggestion should be helpful
  10. Hello; Is there any node that computes the Acceleration attribute (something like Trail SOP -> Compute Velocity)? Actually, in a particle simulation, I need that attribute. Thanks for helping.
  11. Stopping particles popnet

    Hello everyone! The guys need help how to slow down or stop a particle based on its age. That is, the more her age. the slower she moved and then stopped altogether deceleration.hip
  12. collide particle

    Hello, I have noob question. Is there a way to emit the geometry surrounded by the red line as collide particles? Thank you collide particle.hipnc
  13. i am working on the firework effect. i emitted some particle by pop locate and they replicate some particles when dead. Each original particle has orginal id and the id is inherited to replicated particles. What i want to do is assign the normal vector of Geometry( sphere) to the velocity of replicated particles and adjust them along the each original id. so i decided to iterate over original id with For loop inside popnet. I made array list of original id and each id inside the array is taken by Find attribute value count and again loop over with the count of point number that has each id on the array list. The point number that has certain id is bringing into the list called "plis" but the list is updating and deleting,adding new pointnumber. It is not accumulating. how can i fix this ? - my array isn't accumulating but adding one point number and updating the others repeatedly. and Do i complicate the process to make little bit simple effect ?
  14. Fipping particles 360 degrees

    Hi! I am a bit newbie, sry. I have to flip particles of a grid by 360 degrees, controlled by a null swiping through the grid. Here is my solution so far. Unfortunately I can not solve the 360 degree flip properly. It would be good to have some randomization of flip axis on it too. I wuld like to make some randomization on the scale too. Could you give me some hints on it , or perhaps edit my scene , please? Thanks in advance. Robert Flip particles on grid_10.hip
  15. Hi. I am currently working on an effect for tracer bullets on a fighter plane and I was wondering if there is any way to make the emission more controllable? Currently in my popnet I have 2 pop sources, one with probabilistic emission which creates a random emission pattern and one with it off so it emits particles at a constant speed. I have a switch setup so I can animate which emission method is used, but its either one or the other. I would like to be able to mix these 2 pop sources together so I could have a constant emission with added randomness created from the probabilistic source. ex: (20% of probabilistic, 80% constant or vice versa) Thanks hip file: machinegunfire_fx_ODforce_v012.hipnc
  16. Hi; I would like to add some velocity to particles from a volume (smoke), so I tried to use "POP Attribute from volume", but it doesn't work. How can I fix it? Actually, "POP advect from volume" works, but I would like to ADD/Multiply the velocity to particles, not advect them. Thanks for helping. POP_Attribute_from_Volume.hip
  17. A small fluid-related question

    Hi, Currently, I'm working on a small sim where a character gradually fills up with water. I'm trying to have more control over the emission rate, when using the emit particle fluid shelf tool. It seems like the "Scale Source Volume" slider on the Volume Source DOP has been removed. Normally, it would be found below the "Activation" slider. I attached a screenshot of the parameter view of said node. So, my question is as follows: where can I find a similar parameter in Houdini 18? Best regards
  18. Hi, I am importing an Alembic particle sequence from realflow. Shows up great in Houdini, no problems there. I want to 'mesh' it, I was thinking I would convert it to VDB and then to polys to have maximum control however the 'VDB from Particles' node is not taking the alembic particles (ie. nothing happens). Do I need to convert them to something else before? Am I approaching this completely wrong? Much obliged,
  19. guys , i got a big trouble, 1——let's say we have a model . the choose of model is important,models that are not rigorous enough will not expose the problem. generally 1)loop topology 2)parallel lines with changes in density(lines get close or far),like image below (there is a hip file i used attached below) 2——and now we want particles move along the direction like image below 3——that's it ----------------------------------------------------------------------------------------------------- what i have tried is using the 【calculated v attribute on model】 to make a velocity volume to advect particles or directly using 【the calculated v attribute on model】 to change the particle‘s v attribute continually , maybe plus minpos() locking in the end. but either failed , both make the particles have small inward deviation or outward deviation on velocity direction at every step/frame due to centrifugal force/inertia and finally make particles stick together. what i want to achieve is particles move along these directon and the motion/trail of particles don't have any shift/offset/deviation. all i tried just a very small part of the solutions, if you guys have any other great solution that can get the effect, please help ,it drives me crazy particles move along topology direction_TEST_MODEL.hip inward_deviation.mp4 inward deviation single.mp4
  20. Particle Sim Crashing

    I've tried caching out a particle sim multiple times each time it crashes at frame 190 of 240 and gives this error. Does anyone have any idea what this could be? crashLog.txt
  21. 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
  22. Hello! How to Increase Particle Separation for Spray - Setup whitewater solver?
  23. Hello; In a particle sim, I want each particle to fly to a goal point, but before reach to the goal, they should fly around (in a noisy path) like a bee. The problem is, they fly straight to the target (which I want to fly around), and after that, they don't stop! Thanks for helping. Particles_01.hip
  24. Hello , i have one issue with RBD Hero , it is possible to emit the same RBD hero object multiple times from particle or any objct without having to import the rbdobject node multiple times? Not packed prims only RBD Hero Object to have good floating objects on fluid tank. Becouse i try paked, prims and explode ater while, after few frames even when i play with feedback scale from Solver. Can you help me with a hit how i can manage this? Thanks.
  25. Magic Spell

    Hi guys, I'm glad to share the breakdown of my last project with you! This was my submission for a challenge hosted by Houdinimatic Community. Hope you enjoy!
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