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Found 180 results

  1. Pre-solve Post-solve

    what are exactly the pre-solve and post-solve input of popsolver ? there isn't any explanation about these input in the documentation?
  2. [SOLVED] @P in Flip/POP Vexpression

    Hello everyone, I am currently working on something with FLIP Fluids and need to decrease the POP Windforce depending on the distance to a point. I assumed I could use the Vexpression inside the POP Wind but I can't seem to be able to access the particle Position. I have created a basic HIP file. Inside the AutoDOP Network, you will find the POP Wind in which I'm simply trying to export a test attribute that should be "@P". I've already tried a couple of things like Google, reading the float values separately ("@P.x"), or simply using it like I would use VEX in SOPS ("float length = length(@P);"). I am sure there is an easy way that I haven't found yet or a logical reason why I can't access "@P". Any help would be appreciated! Position_in_Vexpression.hiplc
  3. Vellum Force/Impacts

    Hi there, I'm trying to acheive an effect in vellum that blasts holes in preTorn cloth. I'm relatively new to Houdini so have been following the Applied Rigids V where I created nice impact blasts of particles along a curve every 4 frames, but I really want a way to apply that force/velocity to my cloth. Any advice, ideas or alternative approaches would be greatly appreciated! Huge thanks, Al
  4. 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
  5. 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
  6. 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
  7. Hey everyone, I'm trying to create a sim with a circle that's emitting particles from which I create curve trails that are then given string vellum constraints. Up until I add the vellum solver node everything works fine but once the display is set to the solver my geo is no longer visible. I'm not really sure why this is - I'm wondering if it could be to do with the constant stream of particles and there being no real ‘start’ and ‘end’ to the wires? I'm still pretty new to Houdini so there's probably a smarter way of building this, I've attached my file if you've got the time to have a look. Any help would be appreciated. Cheers Vellum_POP_Test_01.hipnc
  8. Hey, here's a project I've been working on for a long time, procedural Jellyfish with procedural animation based on source points. Please let me know how I can improve this. DHR
  9. Hi Everyone, I'm looking to create EXACTLY this effect in de houdini docs: https://www.sidefx.com/docs/houdini/shelf/largeocean.html#using-large-ocean (example vid) I've traced it back to the launch event of H17: (skip to 01:20:00 or so) Ofcourse there's no tutorial or documentation to be found on how to achieve this. Would anyone know how to achieve this? As far as I can tell the Whitewater setup still requires FLIP as input. I've had no sucvces doing this in the popsolver; it just doesn't look right... and I'm a noob much obliged!
  10. i m still new to Houdini its been a month now, and I have hit a wall I m Currently trying to animate a character walking on sand and I want to use the Characters Geometry to activate the Grains. Problems: 1. I tried Importing an FBX Character and using its geometry as a source to activate the Grains....not working 2. I tried Importing an Alembic Character and using its geometry as a source to activate the Grains....still not working On either Case the grains continue to fall they do not SLEEP....... Please advice on best practices or please refer to tutorials
  11. 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
  12. limiting area pop wind can act on

    is there a way to have it so that pop wind only affects particles in a certain area only? for example only having pop wind on particles between y=2 and 5
  13. Vellum Grains - POP Spin / POP Torque

    Hey folks, simple question... is it possible to use the POP Spin or POP Torque (DOP Nodes) on a Vellum Grains sim. I am emitting Vellum Grains continuously and after the sim i use the Grains to copy f.e. Boxes onto the Points. But i can't get the Geo to rotate. They stay static at one axis and don't rotate. So my question is: Is it possible to use POP Spin or Torque on Vellum Grains? Cheers
  14. Hi everyone! I'm currently going through the Procedural Cities in Houdini Tutorial from Pluralsight. So far everything worked out great. I had to adjust some nodes (As the tutorial was made in Houdini 15) But it's working. I'm now in the process of aligning bounding boxes of Buildings to the geometry surrounding them (e.g. rotating the buildings so they face the streets) Using a bulletsolver and popattract. In the tutorial video this simulation runs smoothly... when I'm opening the exercise files on my Computer it runs fine too. But with my own file the viewport runs slow (like 1 frame every second) The perfomance monitor shows this: (The dopimport took even more time but I bypassed it here to see if the problem was somewhere else) I'm not sure where to check for the __DopDetailLook_Guide or how to influence it. But it seems to be viewpoert related, as entering a framenumber in the timeline simulates super quick and gives the right result... So this isn't really breaking anything as I can get the correct result anyways without waiting forever, still I would love to know why the simulation runs so poorly in the viewport. If anyone wants to see the hipnc file I'm happy to upload it somewhere. Any help would be greatly appreciated! Cheers! Daniel
  15. Natural Wind Movement on Vellum Cloth

    Hello all, I'm looking to create a wind force that flows through vellum cloth in one direction. I feel like I'm getting close with offset on a pop force but it seems like the wind is moving the cloth uniformly all at once and I can't figure out how to fix that. I've attached a reference of the flowing cloth I'm trying to create and a hip of where I'm at. Any help would be greatly appreciated! videoplayback2.mp4 Simple_FlagWind_01.hiplc
  16. Pop Forces and RBD

    Hi all, I am trying to learn RBD. And I have a question about pop forces. I am using pop forces to effect my sim and I am confused. I need sop solver to break glues, the pop force doesn't break glues, is that right? And I am using sop solver to decide where to delete constraints so that pop force effects these released pieces. Am I correct ? Best regards.
  17. Kill particles by distance

    Hi all, I'm trying to come up with some vex to use to kill particles in a sim when they have traveled a certain distance from their birth location. I have mother particles that last one frame and i'm using a pop replicate to spawn new splash particles from them. What i'd like to do is store the position of the mother particles and subtract it from the position of each replicated particle every frame to get the distance, then set them as dead once this has passed a given threshold. Extremely limited VEX experience here, so if anyone could give me some kind of starting hint/snippet that would be amazing Many thanks, H
  18. Hi all, I'm trying to come up with some vex to use to kill particles in a sim when they have traveled a certain distance from their birth location. I have mother particles that last one frame and i'm using a pop replicate to spawn new splash particles from them. What i'd like to do is store the position of the mother particles and subtract it from the position of each replicated particle every frame to get the distance, then set them as dead once this has passed a given threshold. Extremely limited VEX experience here, so if anyone could give me some kind of starting hint/snippet that would be amazing Many thanks, H
  19. Hey guys, I need to create an effect like those in the reference images. I've started with a pyro sim with a high velocity on one axis to push it in that direct and then I'm adding noise to it as it slows down. I'm then adverting particles through the vel field however I am struggling to get the pro sim to expand like a cone shape like those in the images If anyone has any suggestions that would b fab Cheers
  20. Is it possible to have a mutual collision between Pop Solver, with POP Fluid, and an RBD Object ? Something like the Feedback Scale we have in Flip Solver. It's a basic Setup, I have a box, blasted the top edge, and an RBD Sphere in there, and I emmit Pop Fluid and I'm trying to achieve mutual collisions, so to make the sphere float on the liquid surface
  21. Teleportation effect

    Hi, I recently finished this little teleportation effect. Some of it's based off of "applied houdini particles VI", but converted into 3d behavior. CC is always welcome:)
  22. 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
  23. hello guys! I have a pop sim that runs for like 30 frames as they fall .. then I want to revert(attract?!) them back to their initial position (as they were before falling)... I tried the per point attract on the attract node.. and I get their positions back .. how can I get their orientation also to be targeted to the initial orientation?
  24. Primitive to particle Position

    Hello Im new to Houdini and want to make a simulation driven animation. I made an emitter to emit only one particle witch movements are driven by wind and gravity nodes. Now my problem i want to set an primitive like an sphere to the point where the particle is (the particle drives the motion) and simulate smoke from the primitive Could anyone help me out ? Thanks
  25. Hello, I've been working with POP grains lately and I have collision object which is animated with a fast pace. I am trying to make my Pop grains stay on that surface without flying away from it (can't change animation). Maybe there is a way how to make those grains stick to collision surface without them flying away from it as you can see in the video. I tried changing Max Acceleration to smaller and bunch of other settings, but it doesn't really help and also my sim doesn't work correctly how it was before. MY WIP : https://vimeo.com/400687774 (pw: flour)
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