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Found 376 results

  1. 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
  2. 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
  3. 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
  4. 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
  5. 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
  6. forces on particles with goal

    Hello! I am still very much getting acquainted with Houdini, but every time I need to use it I have a very specific purpose. This one has me stumped for now, but I am sure that someone versed in Houdini dynamics will resolve it very quickly! What I want to do is: fill a volume with spheres, make said spheres bounce off of each other on contact (like snooker balls), but also try and accommodate themselves onto the original shape (created by the volume). I have tried this with grains, but didn´t get too far. I am betting on doing it with particles: This path seems a lot more promising! I can get the ball´s pscale and id attributes, which will be a boon later on, when I need to swap the balls for different emojis (yes, it´s for a TV ad!). What I need to do: duplicate the current particle so I can use it as a "goal shape", with the same ids. This I can do. add an initial offset to the particles from the surface, ideally from the normals of the original geometry (or a smoothed copy). I can somewhat get it by tweaking the iso offset of the vdbtospheres node, but I worry that the IDs will be messed up. Ideally, I would add an offset to them, but not add any velocity. add a small amount of turbulence to the particles. This will eventually be animated to 0. make them collide with each other, based on their sphere geometry. The eventual geometry is basically spheres as well. make them try and reach their goal, and eventually settle down (a slider for this would be great!) Seems very achievable, but I need some light on how to make these connections! After that, I still will need to swap the spheres for 4 different groups of geometries, but I believe that I can glean information from tokeru.com (Emit_packed_prims_into_RBD_sim), and make it happen. Any help with this will be GREATLY appreciated! This is the scene file: C03_008_DVA.hip (if anyone is interested in taking a look at it!) cheers, Diego
  7. Hi everyone, I'm fairly new to Houdini and I'm trying to add some trails to a particle sim with dying particles. I tried using the old trick of using a Trail SOP and then an Add SOP set to id, but it's still not working. I don't know why but the Add SOP just straight up ignores the id after the first particle dies and connects random points. I've tried making a whole new sim in a brand new file and the error still occurs. I followed a few forum posts and a video tutorial on this method, so I'm pretty sure I'm not just messing this up on some setting. Might be some error on the version of Houdini I'm using? I'm using Houdini 18.0.348. Also Houdini gives me is a weird warning on the DOP network that says "Bad geometry blend due to mismatched point or primitive counts.". I didn't find any results to what this could be, and it shows up no matter what geo I source in. I've attached a file with a test scene giving the same errors. Thanks in advance! TrailsNotWorking.hiplc
  8. Abstract spheres in Houdini

    i want to create an abstract art like the image attached below, it has a main sphere with differrent size of spheres scattered on it, i can create a sphere with scatter and copy stamp nodes to create something like this, but how do i keep the spheres from colliding with each other? and they should also stick to t he main geometry. please help.
  9. Houdini Instructor

    short contract (3 months) Houdini Instructor. *must have work visa or legal right to work in Italy (work visa will not be provided)* - 4-7 experience specialized in high quality FX, demonstrated through a showreel - Well versed in the operation of Houdini and can easily relay the fundamentals on how to use and create in Houdini - excellent communication skills with both students and colleagues - rounded understanding of VFX industry and VFX pipeline - pro-active learner and problem solver - strong organizational and time management skills - previous teaching experience is preferred
  10. Hi everyone, so I have been working with some renders of particles that have a material assigned to them with 0 opacity. The problem comes when I try to render out as well a Deep Camera Map and bring it to Nuke. Using the usual workflow with deep images, I am able to see the particles only when I use the DeepToPoints node in Nuke - prior to that I don't even get an Alpha nor I can see them. Is there any way I can export a map for the deep so I can make holdouts with this? Thank you!
  11. hey guys. im pretty new to houdini. im trying to move particles in space but in a grid like fashion. similar to the old windows screensaver with these pipes. right now i try to find the highest velocity vector and would like to set every vector thats lower than the highest to 0. but i cant find a solution on how to do that. help would be much appriciated. cheers, jamin
  12. Ripple effect - rebounds

    Hello I am a newbie to Houdini. I trying to replicate the section from 28 - 1:08 sec of the link below, a electron duality experiment https://www.youtube.com/watch?time_continue=6&v=JlsPC2BW_UI&feature=emb_logo I thought that the ripple solver would be the right tool for my scene and I would get a realistic a ripple sim. But that has not been the case for me ... yet as the ripple does not interact with the walls. I cannot work out how to control the ripple. I looked into ocean sim but they don't seem to be adapted to what I am looking for I am also wondering how to use the ripple info to simulate a similar particle effect that reduces to a single dot on touching the end wall. I attach what I have managed to do in the hope that someone can push me in the right direction. Thank you 200615_ELECTRON_CLOUD_01.hip
  13. Fire Sparks from Pyro Simulation

    Hi there! I'm trying to figure out how to create a POP emitter from Pyro in order to have a realistic (and procedural) Fire Sparks simulation based on heat amount. I've tried something but it's a very rudimentary solution, especially because I'd love to emit particles from top of fire (maybe when heat field falls down). How I can use a pyro field as POP emitter? And, most important, what field do I need to use? Do you have any suggestions, tips or tuts to share with me? Any help will be really appreciate! Thank you for your time. mois_fire_sparkles.hip
  14. Am trying to have some light coming out from my particles and i am using a geometry light But i can't even see the reflection on the ground, i just have a little bit on my subject. I've also tried to use a sphere and copy to points with my particles but the result is very unnoticeable. Magician_Particles_V34.hipnc Ganfaul.abc ( Geomerty in the Character Animation Node )
  15. Hi ! I'm currently working on a vellum grain simulation for snow. I need to export it to Maya for the rendering process! (our light rig and texturing is made on Maya) So my idea was to separate my meshing in two parts: • one will be particles that moved at least one time (the real "grains") aka a dense meshing to get grains almost individually • the other will be the particles that did not move/are less important aka lighter meshing to get the shape of the grains. in these way, for big scenes, I'll have a two alembic low & high, instead of one very heavy alembic file. Problem is : I can't seems to find a way to separate the two of them. I saved my simulation (cache) with P and V , and wanted to create a group that'll update at every frames to put the new points that moved in it. Unfortunately: Houdini is overreding the group, like it's creating a new one for every frame. Any idea what I can do ? Thank you so much, Marine PS : On the file I attached, the idea is to get everything around the foot shape in red
  16. Initial particles orientation

    Is there a way to randomly orient particles on each frame? If I put down Attributerandomize node before DOPnet it gives me the same exact orientation every time particles are being emitted. I don't need that, I want completely random orientation for each particle on each frame. For some reason I can randomize color inside DOPnet but not orientation. What am i doing wrong? orient_particles.hipnc
  17. Ive currently got a melting object set up controllng individual points to start melting using a popforce node. This is all working find for when I want the whole object to melt but as it currently stands as the individual points Ive selected to melt do so, the whole mesh starts to warp as if influenced by the areas which are melting. Is there anyway to tell houdini to only apply the popforce to a localised radius around the melting points?
  18. Hey! Imagine you are slowly closing the water tap. then the water will decrease slowly. right !!!.. with reducing its thickness. That is what i am looking for. Animating the activation key on the "volume source node" would stops, right way. but i don't want that. Even animating the particle separation is killing the details of the shape. i want it to slowly stops with some kinda details. should i animate the scale of the object (which emits particle) or is there any other way to slow the emitting region or something. any one can help me please!? thanks in advance
  19. Good day to you Houdini magicians out there! I have been following the Particles IV Tutorial by Steven Knipping (the one with the cherry blossom petals) and as i did with the previous tutorials i always found a workaround to get it to work with Redshift... except for this one and it makes me go nuts. On the surface level everything is working as intended, except for the materials. I've tried applying the shaders on the actual instancing items, even stuff like applying the material onto the instance itself.The materials are also set up to read the Cd attributes and i checked that the Cd attribute isn't replaced or erased somewhere. Can somebody help me? Did someone out there stumble upon the same problem and found a fix. If needed i can provide the .hip file. I know it's not a too big of a problem but it's bugging me really bad. I am thankful for every bit of help!
  20. Hello, I am looking for an artist, who can build me a simple tree particle system, based on a heighfield (HF comes from LiDAR). The trees have to fade out /pop away (like dying trees) and also have to regrow (fade in /pop in, so no crazy animated needed). The system should work with Redshift proxies and scatter about 3 random trees and give me the option to change the speed of fading out/fading in. While the trees die, they have to be replaced with dead trees. If you are interested, pls send me a PM. Thank you, sant0s
  21. Hi guyz! I'm keeping studying Houdini during this long lockdown and have found my self stuck in a really tricky R&D shot. I know it's a pretty easy thing to solve and I kinda think to know the theory to do it but I just can't solve it! I have created a classic chocolate bar with caramel that get spread on it and now i'm trying to cover it all with a nice chocolate cover. I've created a geometry for the external cover and a particle fluid emitter for the chocolate that collides with that external cover. I would like the chocolate to run along the geometry and cover it all, without dripping down. I've tried with pop attraction, and pop collision detection on stick... but non of them work properly. I think I should scatter the external geometry and tell the fluid particles to get the position of the scattered particles. In that way they should stick properly. I tried in adding a sopsolver and linked my sim to my scatter points but at this point we are entering in a foggy place for me. I don't really get how can I solve this. What am I missing? (for sure a lot of VEX ) If anybody wants to help I will really appreciate
  22. Hello all, I've been trying an effect where a character runs into the water. As soon as the character starts moving and colliding with water little spheres or maybe bubbles start emitting and I don't know why. Below I have attached my hip. file and a screenshot of my exact problem. man_water_run_v11.hip
  23. GLU - music video -

    Hey, I made a few Fx on a music video for the band GLU. Had to be done in a rush, so it's far from good : / here are some fx :
  24. Wetmaps are not visible

    Hi, I am trying to get my model wet by rain. But wetmap is not visible on the object completely. It just shows up on the half body like the only half of the body is getting wet. I have attached my file Thank you rain_nine_v08.hip
  25. Hi forum! Seeking out some help here, cos I can't get my head around generating vellum geometry. I am working on a scene where I need to create close-up splashing water droplets on a static surface. Typically this would probably be a FLIP task but it seems like overkill and I am only after a couple of droplets, so the idea is to make rain and splashes with particles, copy some spheres on them and feed them to vellum to get some nice softbodies, then VDB them. My problem is I don't understand how I can "emit" on my source points that come to existence arbitrarily (ie. not on frame 1) and differentiate the newly created vellum patches. I've looked around, watched the masterclasses, I understand it has to be somehow parallel to constraint creation, maintain point count/id etc, but I cant figure out the solution. Its gonna be a single splash so continuous emission (as in a particle emitter per se) doesn't work for me. Any pointers are appreciated, check the hip for a rough sketch of the problem! Thanks in advance! od_vellum_splash.hip
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