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Found 109 results

  1. 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
  2. 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
  3. 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
  4. 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
  5. 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,
  6. 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
  7. 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
  8. 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
  9. Hello! How to Increase Particle Separation for Spray - Setup whitewater solver?
  10. 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
  11. 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.
  12. 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!
  13. hi just learn houdini particle. i am a beginner in this project i use particles points then use copy to points node , boxs to make up model. like this picture however the problem is i find some box jitter very unacceptable so i Calculate the points distance between previous frame in solver node if the distance less than 0.05,then the point do not move this way make the points jitter less however i need calculate the angle distance between previous frame also but i do not know how to calculate the rotation difference let`s say ,if the rotation difference less then 0.1,then the point do not rotate. bellow is the project file point_jitter.hip thanks for your help
  14. Hello; In a particle sim, I would like particles to start to move (at a specified distance) toward an animated sphere and attach to its surface. I tried "POP Attract", "POP steer seek", "POP advect", without success! How can I achieve this particle behavior? Thanks for helping. Attractor_01.hip
  15. particles on a deforming surface

    How do I get the particles on the moving object's surface to move along the object's surface toward a point on that object?
  16. What should I do to allow particles on objects that are transformed and deformed together to follow the surface of the object to one point on the object?
  17. Hi Everybody! I have been following this amazing tutorial done by Vladislav Lavrenov. Everything works just fine but I'm trying to do some personal variants to this. I was trying to make the whole simulation collide with an object, in particular with a wall. I achieved in doing so but for some reason any geometry that gets put inside my popnet as a static obj gets taken by it as a new source of particle emission. Each point of the static obj is emitting particles or a piece of geometry of my voronoid fracture. I can't undestand how to via vex how to ignore the static obj geometry. Here in attachment are some screenshots of what happens... as you can see on the wall points there are particles that shouldn't be there. I guess everything is happening in my copy node and the voronoid geo gets copied in every point of the scene... but why, and how can I fix it? I'm really stuck and need somebody with more experience to help please. Here is also a copy of the project. Thanks in advance for the help!!!! Simone newexplosion_collision.hip
  18. Hi, So I've got a bunch of particles that die after 1 second. On these points I have geometry copied on it. The first second the geometry stays and the animation looks fine. But right after some particles start dying and are removed. The geometry jumps to other points and cause the animation to look weird and flickering. My guess is that if a geo is copied on pointnumber 1, and this point is deleted. Another point becomes number one and therefore the geometry jumps to that point. Both have a different id attribute. So I'd rather want the geometry being copied by @ID instead of the pointnumber. So that when that point dies the geometry is removed too. How can I do this? I've added an example file. Particle Copy example.hipnc Thanks in advance M Particle Copy example.hipnc
  19. Primitive to particle Position

    Hello Im new to Houdini and want to make a simulation driven animation. I made an emitter to emit only one particle witch movements are driven by wind and gravity nodes. Now my problem i want to set an primitive like an sphere to the point where the particle is (the particle drives the motion) and simulate smoke from the primitive Could anyone help me out ? Thanks
  20. Hello, I’m new to houdini, so I don’t know much. Is there a way to import particle fluid surface (water fluid displacement) into a displacement texture map? For example, oceanEvaluate node have "export to texture" tab and I can export displacement texture for FFT ocean. Is it possible to do the same for a particle surface mesh?
  21. Particle workflow popnet

    Hi, So I was fiddeling with the popnet and finally got a nice stream of particles, but it doesnt render. It's in the viewport. But it does not render. What I have are several lines that are used for creating geometry. all these lines are in one geoSOP. I want to use the a single line as a source for popnets for my particles. Also for all other lines. So I created a subnet for this so it can be copied and paste. So everything in in one geosop. Now for some reason the particles only show up in my viewport, but the particles does not show up as spherers in the render. Therefore I made a little test and created an empty geosop on obj level with a popnet. This time the render does show the particles as spheres. So, what exactly is the right workflow for particle effects, so that I can render them. And what is wrong with my first approach. Hope you can help out. Thanks in advance, M
  22. Hi I am absolutely new to houdini, so sorry for my ignorance. I'd like to give a mist-like shader to my particle animation which made me struggle whole day..... I dropped billowy smoke shader to spheres, and suddenly my particle object wasn't seen in the render view. How can I make it looks more realistic? I have attached my scene file. Help me.........(༎ຶ⌑༎ຶ) +) I think my particle effect is far from the perfect aerosol spray effect, so please feel free to give me some advice to make it better. I'm trying to make it as a volume with a VDB node, but not sure that it is the significant try. Thanks for reading. aerosol spray.hipnc
  23. Particles do not move well

    Hello. I'm making a blaster referring to the tutorial. But, it stopped at the first stage of moving particles. For some reason, the particles get stuck without moving. I tried to increase the velocity, but did not move. Could you tell me who will attach the file? Could you help me... blaster.hiplc cave_cache.bgeo.sc E 45 Aircraft_obj.obj
  24. map uniform pattern on a geometry

    Hi, I have been looking for a way to create a model that has a certain pattern (like tri, quad or hex - whatever being convex or hole). It is something like this in the picture but the pattern should be all universal in size and shape. (in the picture, the upper part goes smaller and the bottom part being squashed) I understand by doing this, it most likely changes the original shape of a model though. Cheers,
  25. Smoke houdini

    Smoke rbd houdini + hip file In this asset, the dynamics of the interaction of solid objects with volimetry as well as the dynamics of the destruction of the object are added. https://artstn.co/m/JnJq hip file Cloud and fire houdini + hip file This project presents the procedural modeling of stones, creating a lightning strike, working with sand, clouds, and fire. The final animation can be viewed at the link below or in my portfolio. https://artstn.co/m/Bq6a hip file Lava smoke houdini + hip file This asset presents the dimanics of hot lava smoke, the dynamics of the lava itself, and the shaders of smoke and lava The final animation render can be viewed at the link below or in my portfolio https://artstn.co/m/pJaG hip file Ice smoke houdini + hip file In this asset, not only work on creating cold smoke is presented, but also work with sand and its dynamics, particle emitter, procedural modeling of crystals and stones, as well as a full render of a scene with shaders. The animation that happened in this can be seen on the link below. https://artstn.co/m/d0Ak hip file
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