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Found 6 results

  1. I'm working on a POP simulation for a rainy window and I've set up the simulation so that source particles (in yellow) fall with erratic motion due to a varying POP Wind force and Gravity force, emitting a stream of particles behind them (in green) as they fall using POP replicate. The emitted particles are stopped immediately after emission (using the stopped attribute in a POP wrangle). The issue is that as soon as the POP replicate is activated (at frame 200 in the video), the erratic motion of the source particles is lost and they travel more slowly in straight diagonal lines (as the trails of the emitted particles show). I believe that the POP interact node is causing this as the source particles are being attracted to the stationary emitted particles, slowing them down. But what I don't understand is that the POP interact and replicate are in separate particle streams so the emitted particles shouldn't have any effect on the source particles. I've attached a hip file along with a video illustrating the change in motion when POP Replicate is activated. Any help would be much appreciated as I'm pretty stuck on this! Thanks Houdini_POP_Replicate_Question.mp4 POP Replicate Issue.hip
  2. hello i am trying to create weld effect using pop replicate and pop collision detect. i want to emit(replicate) another new particle from replicated particles. my planned work flow is Pop location → Pop replicate1 when collided → Pop collision detect for ''just born group'' of pop replicate1 and replicate new particle from those replicated particle however pop collision detect works only for first replicated particle1. it doesn't detect the replicated(just born) particles are there other work flows to create ''double'' pop replicate weld effect ? particleprj.hipnc
  3. hello, I have been try to make some effect by particles. I was trying to use pop network to make something like particles split. but if I use POP replicate. it only split once. How can I make particles split loop? just like 1 to 2 and 2 to 4 after that. I can't find a way to make it happened. thx
  4. So when I started migrating to Houdini a couple of months back, I really didn't get into the really simple stuff in POPs because I just didn't think that would be a problem - now it turns out that what I thought would be really simple really isn't very simple at all. or perhaps it is and I'm just too stupid (or too locked into my TP/Pflow thinking) to see it... Lets say I have a couple of particles shooting out from one point and I want to have particles "spawn" of these particles at random frames, inherit the velocity but shift the direction a tad. Final step is just have all points create trails using a POP Replicate to spawn stationary particles - but that part I get fine. Oh, and solutions using VOPs, wrangle nodes etc. isn't an issue, any solution will do. So we're just talking about creating simple growth pattern, something that is ridiculously simple to do in TP or Pflow in Max. Like this setup I did in TP 1-2 years ago, the secondary growth patterns.
  5. My second question for the day in regard to POP's. I'm splitting them in different threads as they are simpler to find for others looking to solve the same problem. So, I'm looking for a solution to spawn particles in all directions with constant speed, like a shockwave, be it a growing spherical form or for creating something like a ring growing on a surface. And yes, I can easily create velocities in VOPs for a point and use it in POPs but I'm looking for an in-POP solution, say you spawn particles from another (using POP Replicate) particle or a collision. Now, you would think it would be as simple as creating a VOP and just putting a constant to the velocity, but noops. Also, why is that? That should just work, imo, or am I missing something?
  6. So went to use pop replicate in dops. Looks like it does not apply its life expectancy/life variance to the new particle. It either inherits the life from the original particle, in which case your new particles lives only as long as your last ones, or if you explicitly tell it to not inherit life it defaults to 100. I went as far as to create a scene that is purely SESI's default fireworks setup, went in and set the life of initial particle to 1 no variance, life of replicated particle to 4, no variance, watched in details view as it played out. Life is either 1 or 100 depending on if I ^life on the attributes tab of the replicate node. I mentioned this to some of my colleagues and it seems that they had issues with it too, I've emailed sesi, but if anyone else has experienced this or knows of some magical checkbox that makes the node actually work, or if its a version thing then plz let me know. I know I can make it work manually using a pop vop or vex and just setting the attributes, just reporting the bug with the node to see if anyone else has had the issue. I attached the fireworks that shows what im talking about if anyone is interested or just wants to watch some freagin awesome fireworks particles >.< Im running 13.0.368 Starting to miss my sop based pops sesi_popReplicate.hip
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