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Found 396 results

  1. Emit pyro outwards (not upwards)

    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 it might be confuse matters
  2. Hi, I have some particles stick on an animated object, wherever it goes the particles keep their position. Now, what I need is these particles to "walk" on the surface of this object like they were insects. How can I achieve this effect? Thanks!
  3. kill by velocity

    Hey guys! I need to kill particles that have little/no movement. The trouble with killing by velocity is the particles that are moving, are varying in the axis they're moving in so I can't just kill @P.y ? Any suggestions? Is it maybe possible to get each a particles speed of some sort?
  4. Hi guys, I would like to know if there a better way to do this kind of powder stuff with a lot of detail (like the picture) than grain simulation because it's really heavy.. Thank you.
  5. right vex code for velocity to particles

    Hello, I am thinking that I've forgot the vex code for giving birthed particles some velocity... I have used this code to give some velocities to the particles... @N = @N @v = @N but now I am back at Houdini and I have tried it again and somehow it isn't working anymore... And how should I start to achieve the result like in the video? I am trying to get the main explosion burst on the torus so that I can use the same way to my already modeled falcon 9. There is a "ring" of smoke which I like to replicate to my torus... The air explosion from 0:18 to 0:22 I would be very glad if someone could help me Thanks in advance (
  6. So this seems like a silly question but I am trying to emulate a population with particles. I have male and female particles. When the female particles gets to a certain age or greater, a "popreplicate" triggers and "baby" particles is made. The issue I am having is the baby particles seem to die 1 frame after their mother particle dies. Ignoring the life length I set on the popreplicate, even if its set to 100 (seconds) . They don't seem to have an equal life of their own. What am I doing wrong?
  7. Hi, I'm quiet new in this big world of Houdini, i need help. The project consists of creating spheres on the points extracted from a pop simulation and then destroying them. The problem I encounter is that when I put the glue on different spheres it seems that it creates the glue on all the broken pieces. It could be the fact that in the assemble node, it considers those points as a single geometry, but I don't know how to divide those points as unique entities and then apply the glue only on the individual spheres and not on all of them as a single object. Thank you in advance for your attention and any help. I attach the file below. Thanks a lot! Fra_pop_copysphere_and_rbd_.hipnc
  8. Hello everyone! I recently made a setup to achieve magical smoke effect that orbits while moving. I shaped and animated a bunch of points that move along a custom curve. I want to make all those points orbit or twist around the original path (curve), something similar to curve force node for POP. I'm having some difficulties making this happen with VEX. I would appreciate your help. Cheers; Basic Shape.hip
  9. Slow-motion Tire Burnout

    Hello Guys! I´m having a little trouble with a scene and was hoping you guys could help me figure it out. I´m trying to recreate this tire burnout effect. not the classical, lots of smoke everywhere, but this simple and detailed smoke. https://therealmarky.onfabrik.com/portfolio/audi-r8-spin at the moment I´m emitting some particles at the tire contact with the ground, and using them as an emitter for the smoke. The real problem comes with the slow motion. I´ve tried retiming the sim, but it wont match the animated car. I´ve tried doing the sim at the origin. smoke looks better, but its noticeable how it is moving across the scene. I´ve tried taking the time scale down to 0.5, 0.1, 0.05, 0.025. the sim slows down, but it obviously looses all the details from the microsolvers. My question is, how would you guys attack this kind of slow-motion shots? am I in the right track with the pops and timescale? Thanks a lot in advance!
  10. Hey everyone! I am try to simply advect particles with a moving object. We have particles/grains floating around and a person runs through them at speed so I just need to create some advection/turbulence, more than what's already created from the collision. I assume it is as simple as pyro but I can't seem to work this one out. Any ideas? Thanks
  11. Does anyone know how to rotate an object around its velocity vector while it is still pointing into the direction of its velocity in vex? Maybe it is easier in vops, but it would help me understand better the underlying math behind it with vex.
  12. Hi everyone I dont know if is it possible in houdini vellum grain to increase the actual number of particles coming out of a vellum configire grain constraint? That way one can control how much grain is coming out the the vellum grain Thank you
  13. EDIT: Just doing a clean up; So I'm looking to import CFD data in order to drive a particle simulation in Houdini. So far I've managed to import the data through the Import Table Node. Get position values from 1 ID Group according to all ID's and even for one instance animated a sphere along the point positions of 1 group. 1 ID value. Does anyone know where I should be going from here? Which node groups I should be looking at? What would be my ultimate goal would be to use this data tot drive a particle simulation, eg each id relates to a particle and it moves along the corresponding positional and velocity information contained in the CSV. As always any and all help is greatly appreciated. Kindest regards, Chris Particle_Test_CFD.csv
  14. Popspin not affecting orient

    Im currently working on a tracking rocket system. I have an orient created from the velocity vector. Why does the popspin not affect the rotation? It has something to do with the popvop where I make the orient. Also does anyone know a way of creating an orient attribute using velocity in vex? Many thanks. FXTD_016_PARTICLES_rocket_system_001.00_ark.hipnc
  15. Remove particles since first frame

    Hi everyone, Let's say I have some particles following a motion path. Towards the end of the sim some particles start to be too fast. Since for the scene I'm working on the number of particles has to be constant from first to last frame, how can I delete them from the beginning? It's a big sim so I can't delete the manually. Thanks!
  16. Pop replicate delay particles birth

    Hello wizzes, how to delay pop replicate relative to parent particle birth? Thx!
  17. Pyro trails explosion

    Hello, I am trying to recreate the trail explosion at the beginning WITHOUT the rebelway course. I want to challenge myself so please don't say that I should buy the course. I have set the challenge by myself I have figured out how to achive the particle trail simulation and I can do this without any problems. But now I am stuck on the smoke/fire part. I don't know how to attach the smoke correctly to the particles when the particles are moving with fast velocities. Because when I am pressing the pyro fireball shelftool then my particles are showing like smoked points even if I increase the pyro substeps. I can do the particle simulation without problems I hope probably someone could help me here
  18. Rhythmic particle emission

    Hey everyone, this seems like a rather trivial thing, however, I'm a bit stuck. I'm currently working on an AA gun-asset to create tracer fire for a couple of night shots, but I'm having trouble getting the pop source to emit a constant stream of particles. It works if I set the emission to once every frame or once per substep, but for all other combinations of timings I tried, I get a stuttered particle stream with lumps and gaps. I must be missing something here. Surely there is a way to quantize the particle emission to be more regular? Thanks in advance! aa_asset_dev_v001.hip
  19. Setting up pyro sim right

    Hello all, I am a beginner at Houdini, but I try to understand some VEX coding, some easy coding to give velocity to normals. Now I am trying to achieve a Explosion with trails. I have set up a particle system where I have given some velocity to the particles. Now I am trying to use this particle system to drive the smoke/explosion simulation. But I don't know how to set it up right. Because I have tried the shelf tool "Explosion" and "fireball" but the result looks not so good. The smoke on the particles are dots. I have tried to increase the substeps in the pyro solver but nothing has changed at all. is there a right way, probably I do it wrong in some way. I am provide my Hip file here, in the case if someone knows how to do it It would be very thankfull. trail explosion_training.hipnc
  20. https://blackbird.la have an exciting slate of projects locked in and are looking for Senior Houdini artists for an immediate start through to early 2021. We’re looking for artists who can demonstrate exceptional skill with particle FX and motion design. Please send your details with work examples to: recruit@blackbird.la
  21. Strange water simulation

    Hey all, Something is strange with my water simulation. When I press on "Flip fluids from Object" and then pressing "Play", the "water ring" is falling instantly down. But there should be a constant falling water sim. Thats my first time I have this strange problem. How to fix this? Thanks in advance problem with fluids.hipnc
  22. Hello Everyone, This training series we will look at the basics of the Houdini particle system and also cover a variety of POP nodes to better understand how the Houdini particle system works. The training will also go through a variety of small projects that will combine a variety of POP nodes, smoke simulation, RBDs and various sop level tools to create a range of effects. The first 100 sales will get a 50% discount. for more details kindly click on the link given below https://www.rohandalvi.net/particles
  23. adding detail to Pop sim Houdini

    Hi all, is there a way to add details to Pop sim in Houdini like in this tutorial: Thanks thanks
  24. realistic sparks / embers

    Hey folks, I wanna do some pyro work. To make that look convincing I need realistic sparks. I tested a little bit and watched tutorials, but the sparks are not really convincing. Like it seems there is no temperature and they are way too universal. I would appreciate it if someone would be able to help, because I feel like I searched the whole web and there is no Documentation really. I saw how Rise fx did it for Doctor strange, but that was very briefly (here is the video: https://www.youtube.com/watch?v=I6-HW34e0WA). Im a beginner in Houdini, so dont be rough on me. realistic sparks.hip
  25. Hey folks, I started with Houdini very recently and I wanna focus on fx at first. So after trying with the Shelf tools I wanted to stylize my sims. I looked around the web and followed tutorials on a particle based pyro sim (I wanna do an explosion). The problem is, the pyro sim won't work with my PoP really well. I considered that my particles are too fast maybe and added substeps. But that didn't work out either and I don't know how to fix this thing. I hope you could understand my issue. Help would be much appreciated :^) Impact explosion.hipnc