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Found 73 results

  1. Hello to all people :)! I’m trying to do a few days, a whitewater that surrounds my boats, creating the tip of a wave at the front of the boat, a little like this example ... https://forums.odforce.net/topic/28940-flat-tank/?tab=comments#comment-164200 or that one (Really a defined shape of the whitewater fallowing the boat from the front to the back.The problem, here ... I can not see why the whitewater does not seem to be done and do not keep the shape of the same smaller boats ...) I would also like to know ... how to bake my simulations in order to have an ocean that included my simulations of my boats, with also my whitewater :)? Thank you in advance for your help :)!! (P.S, here is my scene) Boat_Breack_waves_V010.hip
  2. hi, I am testing vellum, and have a question. When testGeo is coming up from ground, all vellum particles are influenced and pushed away. Also, when he hit ground with hummer and lift it up, particles looks being sucked into holes made by hummer. However, these particle reaction should not reach such far away distance. I'd like to know how to control the influence distance. So far, I am thinking of solutions: 1 - reduce constraint iteration, 2 - make a space between particles at emission/creation times. 3 - add more friction, increase particle separate / highres- sim, etc. This result could be ok for sand FX, but when making snow ground, this won't work. Particles should be very rigid, and particle only moves around testGeo's feet and hummer. If anyone knows how to control it properly, let me know thanks!!
  3. Updated Tornado Setup

    Hi all, I found this awesome setup for creating a vortex around a line by using point cloud data but its being created using a POPVOP in a dopnet. Would anyone know of a more updated method? I'm mainly wanting the great velocities from the base that spiral up the line. Any info or setups would be great to see based on the file. Thanks! tornado_v01.hip
  4. Hello, I have a popnet with that emits one particle every 10 frames and I need to increase substeps to get more accurate result...however when I increase substeps it affects pop source and emits more particles. For example if I have 3 substeps, it will emit 3 particles instead of one. I've tried using gasintermittentsolve but when using that it just won't emit anything at all unless frames between solves is set to 1. Is there any other workaround for this? Thanks
  5. Arunkumar - FX TD - Reel 2019

    Hi guys, I'm an FX TD looking for challenging VFX opportunities. Please take a look at my reel, and get in touch. Would love to discuss about prospective collaborations and/or full-time work. Comments, suggestions and critiques are most welcome and would help me improve the reel. Thanks.. Arunkumar arunkumar.subramanian@gmail.com
  6. Asking for some solution on FX

    Hi I'm working on my short animation project. I'm tasked with doing Magic particle, RBD, Cloth sim. Right now I have some problem that I'm little bit stuck. Getting help would be nice since I have no one to ask right now 1. I'm doing an earth spike. The type of Rock coming up from ground. I have a problem of making the ground "Not fall with gravity". I want it to be like a ground plane that If the rock hit it. It just fall. Not before that Right now, I'm using the attr transfer with the center of the ground that break will be active=1 and outside will be = 0. The thing is the area of the active=1 is fall due to gravity pull it down before the rock hit it. Any advice? like this https://vimeo.com/manage/280683899/general It's fall before the impact coming in. 2.Any tips and trick on making nice particle look/shading in redshift? I'm mainly using advect by volume for shape. And in shader I just use Rsmaterial with rsparticledata>illuminating colour so it does glow. any advice on making it look good? 3.I'm lost in cloth sim. Any tutorial on vellum cloth that explain about how to constraint point to charactor? I'm mainly doing the hood sim. Thank you! If i'm not clearly explain it please tell me.
  7. why render the particles is not alpha when used the glow shader if enable the emission? How will I to do? Please
  8. 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
  9. Random geometry instance to particle

    Hi guys, I made curve flow particles and want to instance it to some petals. I made 5 patterns of petals but have no idea how could I randomly instance those patterns I'll render these particles using Redshift. If you have any idea for instancing 5 geometries randomly, Please help me ! Thank you for read !
  10. Hello everyone! Even though I've had many help on odforce it's my first time posting. As the title says I'm trying to figure out how you would use particle velocity to increase and decrease the speed of a looping animation. I have done it with a copy stamp but I was wondering if there is any other way around it. Thank you in advance
  11. particle question

    Hi, I found this setup for particle morph: float strength = ch("strength"); float arrivedistance = ch("arrivedistance"); int goalpt = @id % npoints(@OpInput3); vector goalpos = point(2, "P", goalpt); f@goaldistance = distance(goalpos, @P); vector goaldir = normalize(goalpos - @P); @v = goaldir * strength * fit(@goaldistance, 0, arrivedistance, 0, 1); Setup is very nice but it would be super to add functionality. Im new to vex. Is it possible to move particle into the nearest point on the target, because at the moment (I attached screenshots) particles morph in random way (evenly fills the entire object )? It would be perfect to fill object starting from the closest point. I will be very grateful for your help. Regards, Pawel
  12. I have a collision object that I want to push through a particle sim area. I want to remain the small sim area (box) so the particles stay inside the tight area but once it gets hit by the collision object the particles that were affected by the object fly off. How can I achieve this? Thank you, this is the file I am talking about. Particle Collision Tester v03.hip
  13. Test destruction

    My work for January - February 2018. These are tests on destruction of 16 Houdini. I ask for your opinion on quality
  14. hi everyone, i am trying to slide particles in the inside of a geometry (a polygon box in this case) i want to get the particles freely slide along the walls (or even come on and off the walls because of the popattract force), which i managed to do with the two nodes popcollisiondetect and popproperty, however it doesn't quite slide... it goes past outside the box. especially if i increase the popforce amplitude. to keep them sliding (and inside the box) i have to raise the "cling" in popproperty node to very high value which almost makes them look stick rather than slide. However, a sphere instead of a box works fine.... the pighead somewhere in between the box and the sphere. anyone knows where i should tweak things? FYI the settings for dopnetwork is same for all the three images (1a,1b,1c) I would appreciate any help. PS: BTW how do i i make the quality of a simulation more precise (increase steps per frame) globally. m.
  15. Random shooting box

    Hi guys , I'm totally beginner of houdini and I'm stucked with some problems. I set up boxes randomly in scenes, and want them to shoot at same direction. I mean, some box goes to X-axis at 3 sec, and some start to go at 6 sec like that. Here is example, I want to shoot boxes randomly to blue arrow direction. But I don't know How do I deal with Id(?) or that boxes point numbers T_T Please help me !
  16. Hi gang, I was just scratching my head over how to get my popaxisforce object to follow the emitter I want to affect with it. It's basically a geo group that defines the emitter surface (jet engine thing) and shoots out particles behind it and I want the popaxis force to follow close behind to manipulate the particles. I thought maybe object merge in the dop network would do the trick but it's doing some pretty weird stuff instead like creating a duplicate emitter that follows the jet's animation/xform but offset in time. Any insight would be great, thanks! jet_emitter_popaxisforce.hiplc
  17. I emitted particles and I want to make them stopped where I want. To solve this, I emitt particles and use popgroup node(Bounding and use Bounding Object). when they are into bounding box, group:groupname attribute become 1 and I made pop wrangle behind the node and wanted to make their velocity to 0 But How could I control that group:groupname attribute ?? and If I solve that, particles will be stopped and make a line. but I want to make them spread in the bounding box... Please help me.. sorry about my poor English thank you for read
  18. Hi guys, I made several text by font node and I want to pop out them randomly. I thought about that make some variable to each of them like 1,2,3 and rondomly selecting in wrangle node. but I have really poor logical thinking and It is taking lots of time. Help me with it plz ! Have a good day and sorry for my poor english too :S
  19. Particle blow effect?

    Hey magicians, Just saw this fantastic spot by Lewis Orton and I was wondering how to achieve this effect where the particles are calm and explode up (sec 0:9 and 0:22), I tried with a ripple sop to drive the particles but the effect is very poor (and particles go up and down instead of up only, tried vector to float here with no luck) Any tip to get me on direction will be really helpful! Thanks!
  20. Hello Pals, Hope you all are having a great year so far. I am trying to do a shot with particles which needs slow motion on a certain camera moment. Basically, I just want to slow down the motion of my particles for few frames. I dont want to mess with the velocity etc as I really like the motion of my sim. I looked into time-shift, time-warp etc. But they always feel like a cheat and not much of a high quality solution. There is a "Scale Time" option on the POP net. But for some odd reason its locked and we cant key-frame it at all. That would have been the best solution, where we can just lower the timescale for bunch of frames and then resume it in normal speed. Can anyone just give me a brief why Sidefx would want to make this such a big deal and lock it on POP nets? Thank-you and have a great day! HD
  21. Hi, during the work with my maya alembic reader, I discovered a problem with alembic files written by houdini. Obviously Houdini exports an additional point geometry together with my mesh. If I load the alembic in Maya, I get a mesh shape and a particle shape. In houdini I can see two packed objects in the alembic sop. This only happens in certain situations. e.g. if I create a box and deform it, only one packed object is created in the alebic export. Only if I export my flip mesh an additional packed point geometry is exported and I get a warning in the exporter: "Renaming node to /geo1/file3_1 to resolve collision". Does anyone know what's going on here? It seems not to be a new phenomenon, it happens the same way with H16.
  22. Hi, I'm trying to replicate the way you can set color for a particle's "initial state" in a Maya particle system. I've looked through docs, tuts, etc, and have not been able to get this to work: Here's what I got so far: ---------------------------- I've scattered points over some terrain Geo, used a point Vop to create noise based color for the Cd attribute on the points, then used the points as the initial geometry in the popObject. The idea is to have textured "dust" blow over the Geo (I'm driving the pop animation with a Pyro sim). The animation works well, but I can't figure out how to transfer the Cd attribute of the scattered points to the particles. I played with creating the color with a PopVop in the Dop network, but the color is assigned by position so the particles animate but the color does not. I've attached my test scene. I'd appreciate any clues; thanks in advance bcs_partDustTest_v01.zip
  23. I have a popnet creating some particles with the POP spin, to have a random rotation in each particle, also Im copying a tube in each particle, the tube rotates as it supposed to, but when they hit the ground, the tubes stays with a random rotation as well instead of pointing Y. I'm thinking that if I use the normals instead of the POP spin I could blend between the N0 and N1 when the particle hit the ground, using the hit info from the POPnet, but truthfully I don't know how to achieve this .-. I'm using POPs and copy the tubes/coins to the particles because the particles born magicaly from the floor after a character hit the floor with his cane. If anyone could help me or have any idea I would appreciate it!!!
  24. Delete particle

    Hi, I'm a student learning houdini. I'm working with particles and I want to delete just few of the points that I choose. I tried to use particle ID but because of the life expectancy variance, the id keeps changing and I couldn't delete the point. So, for the same reason delete SOP doesn't work too. (It only gets deleted in the specific frame which I selected the point) Are there any resolutions of deleting particles that I want to delete? I've also seen an example hip file in odforce that uses 'for loop node' in VOP but I couldn't try that way because it doesn't work in houdini 16.
  25. Particle rotate based in friction

    Hi guys I have a question that is breaking my headoff. I have a simple set up, I have a ground to collide and is scattering points in the surface , based in the distance threshold of an animated geo, I created a group based in an attribute, also have the N and v set up. From this group I'm creating particles to simulate some kind of debri left behind of the falling "rock". The particles when are born they rotate until they hit the ground, but not when are falling or "sliding" in the surface of the ground. I have a POPGraings that give me this nice falling/sliding look. Any idea on how to get the particles rotate based on the friction or contact with the ground surface? Thanks for any idea you can give me
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