Jump to content

Search the Community

Showing results for tags 'particles'.



More search options

  • Search By Tags

    Type tags separated by commas.
  • Search By Author

Content Type


Forums

  • General
    • Lounge/General chat
    • Education
    • Jobs
    • Marketplace
  • Houdini
    • General Houdini Questions
    • Effects
    • Modeling
    • Animation & Rigging
    • Lighting & Rendering
    • Compositing
    • Games
    • Tools (HDA's etc.)
  • Coders Corner
    • HDK : Houdini Development Kit
    • Scripting
    • Shaders
  • Art and Challenges
    • Finished Work
    • Work in Progress
    • VFX Challenge
    • Effects Challenge Archive
  • Systems and Other Applications
    • Other 3d Packages
    • Operating Systems
    • Hardware
    • Pipeline
  • od|force
    • Feedback, Suggestions, Bugs

Found 337 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. Hello everyone. I'm trying to emit particles from a rubik's cube which are solving himself. The problem is it doesn't look appealing because the emission is everywhere and without variations. I would like to emit the sparks only when the cube is rotating and only on the side of the rotation. Do you have an idea on how I could achieve this ? rubikSparks_01.hip
  3. Explosion timing methods?

    Hi all, Going to get straight to my point here. I've been trying to wrap my head around a proper workflow for achieving good timings explosion and smoke simulations. Let's say in this example explosion , the look and the timings are great. My ideas are either having proper advection methods, using animated divergence, injecting high velocities for first few frames and then using drag to slow it down or (last idea I had today) using Time Warp node, to retime the whole explosion caches to your preferred look. Could someone experienced enough drop a few lines around what the approach of an FX artist is whilst tackling a explosion in a shot for a film or just in general. Am I going down the right path with these methods or is it completely off? Thanks
  4. Opacity from Attribute Transfer

    Hello, I have having trouble with a particle effect and I can't find anything on how I would achieve it. I have a rough idea of how it might work but my houdini knowledge and experience isn't good enough to actually do it. I am trying to create the effect of an illuminated object flying through a room full of particles, like dust in a warehouse. I want the particles to initially be invisible and only when the target object passes by for the particles to become visible and then begin to glow. So far I have a set up where the target object flys through the scene and collides with the particles. As it does this I have an Attribute transfer that gives me a field of influence that I want to drive the visibility of the particles. Does anyone now how I could do this? ParticlesTest_v032.hip
  5. Peter Claes - Youtube channel

    Hi all, As some of you may know I have recently started a youtube channel where I am sharing some techniques, setups and tips. My goal is to first cover some of the fundamental tools/setups and then build more elaborate setups. I wanted to share this with the odforce community too as this community will always have a special place in my heart :). Thank you for watching & have fun learning! The channel: https://www.youtube.com/channel/UCZMPkkgnAFghvffxaTh6CsA My first video:
  6. DOP to POP

    Hi guys! Just looking for a little bit of help, to see if what I am trying to achieve is actually possible and if it is maybe someone could assist me in figuring it out! I have attached my file below, I am attempting to make a Volcano react. This is the reference I am trying to copy to the best of my limited abilities! https://www.youtube.com/watch?v=9Plj4b79cwg My question is in regards to the node named SIMULATION, ignore the first DOP for the first smoke. I am working on the out put from the lava, now everything looks horrible, but I am trying to get the set up to work so I can edit things all at the same time (Uni assignment, short time frame, was recommended to do it this way.) Anyways I have the 'Lava' moving kind of how I would like for now and I now want to take the movement of the lava and turn it into particles to put into a POP to create small particles/sparks. I am certain this could be done. But I cannot wrap my head around how to achieve it, I got it done for the secondary smoke from the lava plugging the output into a pyro, which I haven't edited yet so that reaction is a bit of a mess. But I want to figure this out before moving on! Any help or recommendations would be hugely helpful! Or even if you know of any tutorials that walk through this? As I haven't come across any.... Thanks! Assign07e2.hipnc
  7. Grouping points in cached FLIP sim?

    I have a pre-simmed/cached FLIP sim. I would like to create a group of a section of the particles of the sim so I can mesh them separately and apply different shaders to them later. Re-simming is difficult and slightly impractical, so I would love to be able to do this with the cached points as-is(/are). I can create a group of points, but it looks like point numbers are not constant in FLIP sims, as the group changes over the course of the sim (frame to frame, actually). Is there a way to create a group that then remains constant and flows with the existing sim? Or even a way to create a new group of particles that is advected by the existing cached sim? (I'm pretty sure it's no longer a "volume" by then, so I'm guessing a straightforward advection by volume POP wouldn't work.) Or a way to do some sort of "sort" operation to compel points to retain point numbers, which I could then group? Or advecting another form to follow the sim, and I could then use that as a bounding volume to create my group? (Point deforms with FLIP sims as the deformer seem to get really messy really quickly.) Thanks for any help!
  8. Hi guys! I have a problem that's been bothering me for a couple of days and I can't seem to wrap my head around to solve: I have a grid, with scattered points. And I have 3 objects hovering above the grid. With a colour shift on the grid (attribute transfer with an animated ball for now), I "activate" the points in a pop network, and I start adding forces on them, choreographing them, until they reach a certain age and start to move to the 3 objects above, like an attraction (point count is the same in both inputs for simplicity - also I have colour grouped which particles belong to which object for visualisation purposes). So far so good. The problem is that in theory, each $id should correspond in each point on the objects above - but alas, they seem to shift groups! So, instead of clean motion / attraction on each of the objects after a specific time, I get more of a random mass of particles moving back and forth the objects until the end where they stick on the objects. There sure is something wrong with my vex, but I cannot understand what! It should be easy: green goes to green, blue to blue and red to red.. Attached are some images to help understand the problem. the viewport describing the problem: the pop hierarchy: the wrangle to move the points to position after a certain amount of time in the "time_in_release": If anybody has any idea as to why this is happening, please, feel free to share! I would be more than grateful to hear your thoughts! Thank you so much for your time, G.
  9. Issue with pyro emitted from particles

    Hi everyone, I'm trying to create an effect similar to a roman candle (similar to this https://www.youtube.com/watch?v=MVtGNNcTjEE&feature=youtu.be&t=169 ) So I created some particles shooting up, and wanted to emit pyro from it. Everything works fine but I have an issue I can't fix. When a particle dies, a trail of smoke appears between it's last position and all the others particles. Someone had the same issue ? I tried all I could think of but did not find a way to fix it. Thanks
  10. Hello, I have a question but I haven't found away to solve it , I want to instance soft bodies to a particle system that is constantly generating particles (constantly changing the numer of particles). That could be with FEM , grains or vellum you name it. which would be the best approach to do that, so far I faked the effect with the analytic foam tutorial on Entagma, but yet it is missing a lot of the motion I am looking for. Thank you for your help!
  11. what is a pscale attribute in houdini and how can we use it?
  12. How to delete dynamic points by group

    Hello, I made a rigid body simulation where I have different kind of pieces, like pavement, road etc. I grouped them in a group called "group1" How can I write this in vex in pointwrangle? Take the group1 and if the points in group1 are under -1 in @P.y then delete them. Thank you for your help
  13. 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
  14. Hi, I need help dealing with a personal project of mine, witch after fiddling with different techniques, approaches and reading whatever I could get my hands on, can't for the life of me figure out how to tackle! How can I attract particles to a geometry that is being revealed / generated by volume vop noises? Like those particles are flocking together to fill / reveal the geometry? I have seen tutorials of the opposite effect, where particles are being generated by such a map, like object disintegration into thin air - but how can I achieve the opposite result though? Thank you for your time and patience, O.
  15. Flip Sphere Motions

    Hey there, I'm trying to replicate this setup: Liquid Sphere Based on my scene, I have a sphere and the particles are generated from it with iso offset and particles from volume. Within FLIP, I tried to control the velocity with pop forces (POP force, pop attractor and pop axis force) and got somewhat of a swirly motion but the in the reference video, towards the end you can see the fluid is ground around a torus like motion and the shape as well Any pointers on achieving this? HIP file attached included. Thanks! SH02_Water_v02.hip
  16. Frozen Particles

    Hi! I have a rookie problem. Let's see if you can help me solve it. When smoke emission occurs, some advected particles remain frozen when they reach a certain point. Increase the size of the gas container in case they collide with it and slow down, but it does not appear to have been repaired. If anyone has any idea. Attached photo that points to some of these frozen particles. and the hip file. Greetings and thanks for your time. shockwave_CACH.hiplc
  17. Plane Smoke Trail

    Hey guys, Trying to do a smoke trail simulation similar of a jet stream. I've attached a sample hip file below of my current setup. My plane is static and the camera is animated. I've isolated the engines and use it to do a particle simulation where the particles are being blown away with some minor noise and each particle is given a lifespan so it dies and doesn't stay too long. Originally, the particles are being turned into density and be used in DOP with smoke solver for simulation (add disspate, turbulence and disturbance) to get the look of smoke trail but the results isn't really working and not what I'm looking for. I then tried to use the particles as density and just piped into cloud noise to randomize the density so it looks okay-ish but my question is it possible to get a fairly decent looking smoke trail with my setup or is my setup direction wrong? Thanks Sc01_SmokeTrail_v01.mp4 AirPlane.hip
  18. Hey, i am fairly new to houdini and especially to redshift. I have a setup with particles and want some particles to be emitted by a specific distance. I use the particle color as base color and want my attribute to drive the emission strength. If i use mantra everything works fine. Couldnt find any solution. Cheers and thanks, dom
  19. Hi!!, I'm new at Houdini and I'm trying to get this kind of effect Following this tutorial I managed to make a smoke ring https://qiita.com/r-ngtm/items/c5483f1f4700359e0540 how can I combine it with a dop network to fill it with particles? if there is any other way to do it or if you can give me some advice I thank you sorry for my ignorance Thanks! Thanks!
  20. Hello, I'm currently pulling to hair out trying to figure this issue out but what I had a problem with is assigning a Redshift material to particles in my scene... So I have set up a particle dust burst based of an Entagma tutorial and now that I have one I need to create some duplicates of that burst. I have simplified the hip file attached but my little animation has three dust bursts obj merged together so that I can then feed them into a popnet with a vortex so they all swirl up together after they have done their little burst thing. I got that all working so far but when I go to attached RS materials to each separate burst I can't do it. I can assign a material at the obj level and it works fine, the colour changes for all of them *hurray!* but I need each dust burst within the obj geo node to have a different colour. Soooo I dive inside add a material node but the particles render white and seemingly just fail to see the material node. I have tried adding group assignments to the tree above the mat node and then using them to drive the mat assignment but it doesn't work. I've tried attribute create and attribute promote and they don't seem to help. So it seems that I can only assign a material at the top obj level and not within a geo node, but that has to be a bug right ? or what am i doing wrong? I hope I am explaining that alright and I appreciate the help in advance ! Dust_Material_Problem_v001.hip
  21. Here is a small test setup I've made. It is advecting particles along a curve, driven by a velocity field. I added another velocity field pushing the particles back towards the centre of the curve and blended the two. This is done by deriving a new field, based on a volume gradient and multiplying the volume gradient by the volume sample and negating it. So far, I haven't tested it much, but it seems like it is working, but the settings will certainly need some tweaking. As in Houdini, there are very often multiple solutions to the same problem, I was wondering if there was a different way of achieving this...how would you do it or improve it? advectPush.hipnc
  22. Need some help with RBD Packed Object

    Friends, I cry for help. For some completely incomprehensible reason, the RBD Packed Object node in the Dop Network cannot receive data from geometry packed with Assemble. The SOP Path is spelled correctly, but no matter what I do, the objects do not appear, and an error in RigidBodySolver writes: “bulletrbdsolver: Warning: rbdpackedobject1 - / obj / particles / debris_physix / rigidbodysolver1 / bulletrbdsolver: Geometry solver ". If in Assemble to disable the Create Name Attribute, the error changes to: "Warning: rbdpackedobject1 - / obj / particles / debris_physix / rigidbodysolver1 / bulletrbdsolver: Convex hunt does not have any points." Obviously some kind of packaging problem, but how to solve it - I can’t put my mind to it. I checked the official Houdini help, but did not find any special RBD Packed Object requirements for the objects. Someone wrote that he had the same problem solved by turning on the Assemble node, but in this case this node is already working ... idol1.hip axe.obj cross.obj
  23. I'm looking to find a way to make a FLIP fluid sim move particles, which would themselves be used to instance underwater particulate matter or bubbles. All of my Googling turns up ways to make POPs influence FLIPs, but I'm unable to find this, and I'm sure it's depressingly easy. The scene is a pre-animated character diving into water. To get the bubbles as he dives it looks like the best bet will be to emit particles with instanced geo bubbles (correct? No matter how splashy I make the sim, I'm not getting any bubbles happening from the dive itself). Thanks for any help!
  24. Fragrance FX spot

    I'd like to share a project I have been on for the last 3 weeks as the sole creator. All CG work was done in Houdini, Redshift, and Nuke. Some minor work was also done in PS and AE. Shoutout to the Gridmarkets team for the support and helping me meet this tight deadline! Feedback/criticism is welcome. https://vimeo.com/346944545
  25. Houdini pyro particles explosion

    hey all, I have two questions: 1.) How to add smoke and fire to the particles, inside in the geo node? 2.) How to put the particles together, like trails...? I am very confused.. explosion_2.hipnc
×