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Found 79 results

  1. So I've been looking for some time on the internet how to do this seemingly straight-forward thing. I have a pretty simple particle sim with a copy to points to attach a plane to each particle. Particles move a little with a popforce inside a pop network and thats it. I want to export this simulation into UE4 with the plane attached to the particles. I tried: - The gamedev "rbd to fbx" node and try to make it work with particles, I couldnt make it work. - Export it as FBX, in Maya it works but in UE4 it exports it as a Static Mesh. I wanna know if theres a way to export the particle sim into UE4 so I can use the planes to attach any texture I want. Theres an image for more context. Also if theres a way to bake the simulation as an animation with keyframes or something like that (not cache to disk). Thanks in advance!
  2. CONFETTI PARTICLE FORCE

    how can i create this effect in houdini. basically i need to know "how to make this particle sim" if possible please make a file for me. Effect is video reference in this link: 11 sec . https://vimeo.com/172598946
  3. please watch this video : https://vimeo.com/172598946
  4. Drive Particles from Point A to Point B

    Hey guys, how can I do something like this but within a pop network? Thx
  5. Packed RBD from Pop Sim

    Happy Friday, Trying to wrap my head around constraining or copying packed rbd's to particles that are moving along a surface. Attached is my test scene please help if you have time! Thanks, particleRbdTest_01.hip
  6. Hello Everyone, I have just create tutorial of making simulated destruction using POP like Thinking particle of 3DSMAX. Check in here: https://www.cgcircuit.com/tutorial/thingking-particle-with-houdini Best Regards, NhanVo
  7. 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
  8. 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!!
  9. 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
  10. 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
  11. 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
  12. 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.
  13. why render the particles is not alpha when used the glow shader if enable the emission? How will I to do? Please
  14. 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
  15. 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 !
  16. 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
  17. 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
  18. 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
  19. Test destruction

    My work for January - February 2018. These are tests on destruction of 16 Houdini. I ask for your opinion on quality
  20. 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.
  21. 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 !
  22. 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
  23. 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
  24. 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
  25. 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!
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