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Showing results for tags 'sources'.
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Freddo1083 posted a topic in EffectsI am creating a carpet bombing simulation based upon the beach napalm scene in Apocalypse now. I am setting up sources for pyro and particles and using a POP network to simulate the white phosphorous fuse and white smoke as the initial layer of the effect but I have run into a hurdle with the impulse activation. I have created spheres with animated noise and copied to points along a line. What i want is to cascade the activation of each sphere along the line as though the bombs are hitting the ground at different times. I originally thought of animating a separate sphere along the line, applying a color value of 1 and using attribute transfer to the source points which have a colour value of 0 and then setting the impulseactiveate value (sic mispelt but correct as per houdini tooltip) via a POP wrangle in line after the POP source referencing the Cd.x of the source points but this did not seem to work. @impulseactivate = @Cd.x; Maybe i have made an error as my vex knowledge and POPs knowledge is as a student very new. The only other method i can think of is to create a group for each sphere and then run a separate POP network for each sphere and keyframe the activation. This is very time consuming and I was wondering if someone would be kind enough to offer some advice on how to achieve what I need.
Hey guys, I think it's easier to explain with this images: Basically, is there a way to apply turbulence to one of the sources only? I'm not even sure if that's the best way of using 2 emitters so any tips will be very valid Thank's multi.pyro.v1a.hiplc
Can someone tell me why often in time people will like to separate out density, temp, vel and merge it back in the smoke object in pyro ( under the initial data as: density SOP path, temp SOP path...ect) instead of that, we can put multiple source volume node to input different channel as well. What is the main different here? All I know is putting those SOP path makes it last longer in the sim, thinking like as if you want to have a shape of a box being evaporate then we will use that and if we are using any of the initial data we will most likely not wanting to put down the Source volume node where this is constantly pumping stuff into the sim. In addition, to do any of explosion sim, is the best not to put fuel data as any initial SOP path since those will stay quiet a while if you are sourcing the fuel on your Source Volume already. In render you will have a constant light area where is being burn even your explosion has already occured and about to finish. Please correct me if im wrong.