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Found 275 results

  1. PARTICLES MOTION STOP

    HI, I know this might be an easy thing but i tried out and seems like i'm making a silly mistake. How can i make the movement of particles stop as it slows down?
  2. WATER DRIP

    Hi, I've been trying to make particles slide down a vertical surface but I want them to stop for a second while in motion, and then continue sliding again. I guess, I badly need help with this. Can anyone help me out ? I've tried animating the response feature in POP Behavior Detect but didn't work out. Each particle should have its own movement. Regards, David
  3. smoke sim

    hi all so i've been trying to make smoke come off of a pillar as it gets broken but at the moment all im getting is this steamy cloud kind of following the debris parts , and i have no idea how to make them more refined and also to make the smoke more of a thicker trail , any help with this would be greatly appreciated, i am still very much a newbie to houdini. Wall_Fracture63.hipnc fist.abc
  4. Hi Guys! So i'm trying to do this simple flip sim where i have an emitter inside a teacup and i just want to fill up the cup. It's is definitely water tight, the only particles leaving the cup are over the top, but as you can see from my flipbook the particles just start multiplying on their own when they land in the saucer, which is causing them to go everywhere. It is worth mentioning as well that the particles are only set to emit between frames 0 - 24 so i'm not sure why they're multiplying. Any suggestions as to how to stop this would be really appreciated!
  5. Ground / Terrain Collapse Effect

    Hello all, I am looking at this amazing fx made by Axis for Halo e3 2013. Studying the reference ( the terrain fx ), I thought to approach this using RBD fracture to drive a second sim layer of pop grains (sand). However, I am also thinking maybe I could use vdb+volume vops to mimic the motion. and for the second layer, perhaps using just particles emitting in focus areas. I would appreciate your thoughts on how to approach this. GroundCollapse_Reference.mp4 @MENOZ would love your input if possible.
  6. Hi Everyone I am trying to replicate the output of this tutorial in houdini which was done in 3ds Max by Allan Mckay i am trying this thing in houdini since weeks but i am no way near to that......... A little help would be appreaciated!!!!
  7. Modifying Temperature before FluidSource

    This could be a really simple question, forgive me. I was curious how you would go about modifying per particle attributes (specifically temperature) when converted to a volume. For example I have a fluid particle sim and I want to use that in dops for a smoke solver.. and modify perhaps the temperature based on their respective ages. so far I've just randomized them dying based on age. which feels binary. so I wasn't sure if I could do something more in sops or if this would be a global dops animated kind of thing. Something a little more interesting and controllable is modifying the pscale for the particles. when going into a fluid source or a vdbfromparticles. I was hoping perhaps there's a similar scenario in which I could pre multiply temperature in the same way pscale is being done. Is there any guidance perhaps down that avenue? Uploaded a simple file if that makes my incoherence any more understandable. Cheers. Example_File.hiplc
  8. Alembic Velocity Issue

    Hi guys I am having a rather strange issue. I have a particle system which is advected by volume from a pyro sim, and then I have bits of geometry copystamped to this system. But when I export this to Maya with ROP Alembic I am not getting velocity. What's strange is if I do a convert to points from volume using the original pyro sim, copystamp that and export it instead... the velocity works in Redshift Maya.. why does it break when using points from pops? Does anyone have an idea about what's going on? EDIT: Found a workaround. Convert the velocity to colour in houdini, and use it as the motion vector source in Maya mesh controls.
  9. 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
  10. Hey guys, im kinda new to houdini working on a personal project... ive tried destructions in houdini but im a bit confused as to how to get through this effect i have a similar scene in working on and i need the pretty same impact on the ground i would really be thankful if u guys helped me a bit with this thank you
  11. RBD build-up effect

    Hi all. I have a task which basically consists of building up a model from pieces lying as a junk pile. Imagine a car split into pieces on the ground, and pieces then starts flying up to their final position, gradually building up the model. But with the pieces interacting. So I have the model, and split it out on a ground plane, next step I imagine a particle setup. But does anyone have a ressource for such setup or any tips? Unfortunately I cannot share the model. Thank you very much in advance! :-)
  12. Hey magicians, I've got a particle setup burst wich generates a pyro sim I know how to advect particles from pyro when we have ie: the same emitter (sphere) but in this case my main emitter is this particle system: So what I tried to do to have the base geo emitter match with the pyro shape is: 1) copy spheres on the particle emitter - 2) create a vdb from the pyro and use as source Both methods don't get me that pyro shape in motion with the particles, any suggestions? Thanks!
  13. HEllo, This is my first question here. I've searching in the forum without success. I have some water wich follow a spline. I do this with Flip fluid and a popCurveForce. Now, this water is supposed to have some very visible Molecules inside . 2 or 3 types of molecules. I have try by scaterring point inside the fluid surface and then using CopyStamp. But the molecules ( pink Pigs here in the second screen capture ) are not flowing nicely with water . They just appear randomly inside water, to bad .. Idea #1 , i need to select some Flip fluid particle when they born to link and constrain a new pig on it. Idea #2 , i need to create another particle system with pigs, wich use the flip fluid sim of the water as velocity maybe ? Can you help me ?
  14. Hello! So I just started dabbling in FLIP and have a little river scene everything looks decent except for the whitewater. It takes forever to cache but I have the rasterized particles cached out and the standard particles will be finished caching later this evening. I've played with the spray shader but it looks kind of weird when applied to the rasterized particles, especially with the noise parameter that's [on] by default. I also read a few posts that suggested trying a billowy smoke shader instead. That made it look much better but still not correct so I figured I needed the regular particles cached in addition to the rasterized ones. If that's so they're caching now, but when they're finished what do I do with them? Last time I had whitewater particles cached they just rendered as spheres because of the pscale, am I supposed to mesh them like the FLIP and then layer them? I can post some screenshots once my cache has finished.
  15. Hey ODforce! I recently published the next installment of the Houdini For The New Artist series. This course is all about making Houdini easier to learn, and you can watch the first chapter for free! Here's the link: http://bit.ly/2okYpY4 Some of the main topics include: Chapter 1: How to understand and set up DOP networks Using SOP attributes with the dynamic context Forces Particles Life & Variance How to use groups Rendering Particles Sub-steps, Sub-frames, & Time-Steps Caching Sub-steps & Practical Applicaitons Chapter 2: Texturing & Lighting Techniques How to Integrate a Substance Painter Workflow with Houdini Spot Lights, Area Lights, & Artistic Considerations When Placing Key Lights Utilizing Light Attenuation Gobos Aim Constraints, Near-attenuation Techniques for Reading & Emphasizing Form While Lighting How to Make Light Blockers Shadow Masking Techniques for Controlling Light Placement Component-based Lighting Light Linking Chapter 3: HDAs, Velocity, Normals, and & VOPs What is an HDA? How do you make one? Data Types & Adding user Parameters Booleans, Switch Nodes, & Parameter Behaviors Additional HDA Modifications What is Velocity? What are Normals? An Introduction to the Point Wrangle Introduction to VOPs How to Blend Materials Basic Noise Parameters Additional VOP Techniques Chapter 4: Geometry Types, Animation, & CHOPs Geometry Types & Attributes Introduction to Volumes Animation Basics Channel Groups, Animation Layers, & Motion Trails Introduction to CHOPs Curve Constraints, CHOPS with DOPs, & Additional Settings Chapter 5: Rendering & Compositing Introduction to Multi-pass Compositing Rendering Concepts How to Use Takes Rendering Multiple Jobs De-noising passes Compositing Basics with Houdini Thanks for watching! - Tyler
  16. Hi! I'm having huge problems creating a scene in maya: I have to create an animation of a set of sheets of paper that runs along a curve around an object like a kind of magic. Is there anybody who could tell me what kind of pipeline I have to adopt or who could give me some advice on how to approach to the problem? For now I have approached the scene using first ncloth on a single sheet of paper, after which I created a vortex field but does not allow any kind of control of the mesh. So I tried to bind the sheets to a curve with the attract mesh but even here I did not succeed. "Help me Obi Wan you're my only hope" many thanks Lorenzo
  17. Hola, I'm working on a fracture sim driven by impacts from particles, and where I can get the points to activate the pieces it hits for simulation it does not transfer the velocities from those particles onto the pieces. I've tried 3 or 4 ways around it and I even got it to work(by overwriting the "v" attribute in the RBD PackedObject) but there are still problems, like that the velocities turn into a constant velocity and that they start to ignore gravity. Thanks in advance for your help. BaseFile_ProofofConcept.hipnc
  18. Introduction to FX using Houdini - workshop

    Hey what's up guys, Only 1 week left to sign up for my fast-track Houdini workshop "Introduction to FX using Houdini". Limited student capacity! Over the course of 9 weeks and 33+ hours of tutorial content students learn how to do procedural modeling, particle-, RBD-, pyro-, FLIP- and whitewater simulations. On top of that we're going to talk about lighting, shading, rendering and we're going to dive deep into VEX scripting. I would love to answer any questions that you might have!!! Cheers, Manu Find the complete course syllabus here: https://www.cgmasteracademy.com/courses/16-intro-to-fx-using-houdini Also for more detailed information on the workshop, check out an interview that was done on 80.lv recently: https://80.lv/articles/making-first-steps-in-vfx-with-procedural-tools/ Here's a quick teaser:
  19. Scatter evenly/orderly/not randomly

    Example - made inside of ae with plugin Trapcode Form. Practically it's just particles evenly scattered on the sphere. Tried to practice that inside of Houdini using Scatter node, but it look noisy/with holes since it is randomly scattered. Seems like needed different approach. Thank you!
  20. What XSI | ICE "Project a vector" equivalent on POP/VOPS? reference: http://download.autodesk.com/global/docs/softimage2014/en_us/userguide/files/iceref_Project_Vector.htm the node on XSI returns 3 things: RESULT LENGTH VALID any ideas? thanks in advance!
  21. Grains Workflow

    Hello I would like to use custom geometry(like little pebble shapes) in a grains sim for visualzation rather than use popsprites or just particles dots. I also would like the grain geo to interact/collide like in a RBD sim, what is the best workflow for doing something like this?
  22. Noise in particles

    I sim a particle system, I want to put some nois after sim but Cd color is not baked at the particles, how can I baked it ? does Anybudy have clue ?
  23. Hello : ) I have a particle simulation with particles that die fairly quickly. I used a time blend then trail sop to replicate the particles. The problem is that the particles start to overlap once they start dying, as seen in the photo. This causes a problem later on in the pipeline for me. So I use a fuse sop to try to consolidate all the points occupying the same position into one particle. For some reason, I cannot get the fuse sop to work on these points. Am I doing something wrong? Any help would be appreciated. Does fuse not work if the points are not connected? thanks in advance. points.hip
  24. Random pop bounce direction

    Hi, I'm trying to achieve a simple effect, but am struggling to get my head around it. I'm sure I'm overthinking it but if anyone could help me that would be great! I'm trying to get a random bounce direction on particles when the collide with the ground plane. As if the particles were small stones bouncing randomly due to a bumpy road surface. I've attached a hip file with the basic setup. I was thinking maybe you could inherit a random vector as the collision happens, but couldn't seem to figure a way to do it. I know various sources have mentioned the old "gain normal" parameter, but this no longer exists. Any help would be much appreciated. odforce_randompopdirection.hip
  25. Heyo, I'm starting on a new project and I ran into a problem that I can't play my way out of to figure it out. I'm looking for an effect like this Sand tires throw a bunch of sand and trying to get that result has been a challenge. Any ideas? I have been using a simple setup of particles emitted from a ground plane after impact with the ground but that won't give me the repeating trails all the way back. Instead it's a rather sad thing of a few particles flying off incorrectly Any help would be great, thanks.
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