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Showing results for tags 'trail'.
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I wanted to ask for advice on combining two setups. One is using spectrum chop to displace the points of a line along P.y independently. The other one is a RBD bullet sim. A POP Wind is moving the fractured pieces of a box away from their original position. Using a time shift the sim's progression can be offset along the z axis and the offset is controlled by a chramp. Now I want the data from the the spectrum sop to instead of displace the points along P.y fit the amplitude from 0 to 1 and remap (?) it to the frame range of the pre-calculated sim, currently frame 1 to 50. I sorted the the simulation points along the z axis and would like to use the audio spectrum to drive their time offset, instead of the P.y. Need to figure out the maximum amplitude of the spectrum chop and fit it to the last frame of the sim? Attached is the .hip containing both setups and an audio file (royalty free track used by the tutorial creator of: Houdini CHOP Talk 3 Audio Processing 1 - Audio Spectrum https://www.youtube.com/watch?v=J754SLvE7BQ) The audio doesn't matter, I just wanted to provide anything.Downfall.wav The line's points are evenly spaced, but the bullet sim points obviously aren't, so I would like that to remain unchanged.. retimed_sim_1.mp4 retime_sim_with_chops.hiplc Downfall.wav
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Hey all, I'm trying to recreate this trail-motion form-like thing... I was trying to do it with a sweep and a path but I'm not getting the nice interesting shapes like in the image. Does anyone else have an idea on how to approach this? here is my failed attempt so far (in the hip): odforcehelp01.hiplc Thanks!
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- motion trail
- trail
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Hi All, I have been trying to make this effect (attached pics), but not going anywhere. Could anyone help? Thanks a lot! Best, NLSN
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- trail
- double layers
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Hi everyone, I try to find a way get a line to stick on my animation mesh with particles. here my setup - I have a body animate - pop-net particules emit on mesh and force to stick on mesh Here my problem I try to convert this particules to line but when i play with trail it's don't stick exactly like my particules on mesh. Like exemple here. Do you have an idea? Thanks you so much
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- trail
- particules
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Hey guys, I'm watching this talk by Will McNeil, he created a great oil painting setup that I'm trying to study it. He made clusters from a image, then traced and made lines inside, I'm struggling in this step, to get the trails inside the contour: Here's his talk if anyone want to checkout: Any help to get these contour lines inside will be super helpful Thanks!
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Hi, I'm trying to achieve the effect of trail curves generated from a mesh-like the example above. (credits to matt from CgWiki) In my case, the mesh is an alembic mesh from a volumetric scan (above) - thus the topology is a mess and points move around or change ID every frame due to the scanning process. I've been trying different ways to connect the points that are emitted from the mesh through a popnet, however instead of getting a continuous curve, I get messy shapes and triangle forms. I've been using the attributeWrange with this VEX by acey195 on OCDFORCCE: This is how it looks with the wrangle: And this is the particles: I very much appreciate someone guiding me through this to be able to get continuous trail curves out of this particular deforming shape: like the example with the sphere. I guess that means creating arguments to not repeat using the same point more than once with the price of missing some odd/far points. I'm new to Houdini btw Thanks a lot!
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- particle to curve
- unique nearby points
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Hello Houdini folks! I have tiny issue with trailed particles. Is possible to visualize somehow it's velocity like in the picture in attach? Thank You so much for any advices and wish You Happy New Year!!!! vel_issue.hipnc
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I am doing a small rain system. When i add the trail sop, followed by an add to connect the point with the ID attribute, everything works fine until i set the trail increment to a value different than 1, then it completely breaks. I believe it is because particle are dying, but i cannot figure out how to debug it Trail_sop_issue.hip
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Hi, I've object merge in my rbd sim and passing it through a trail sop to compute the velocity.The trail sop seems to be computing velocity before anything is moving in my sim,and the velocities are all over the place? Thanks a lot Josh
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Hi everyone, I've run into an issue and I'm looking for some help coming up with a work around. We've got a lot of effects that involve smoke trails from characters flying around and we've been using pyro clustering to make the trails. However there is one particular issue I just can't think of a solution to. The default cluster setup transfers the cluster number to a trailed collection of your source points and then finds the lowest source frame in each cluster in order to determine which frame each cluster container should be created on. This works fine normally, however if your trail loops back on itself or comes too close to where it was in world space at another point in the shot then the cluster gets confused as to which container should be used resulting in gaps in your trail. I've been trying to come up with a way to fix this procedurally but keep hitting dead ends. has anyone run into this issue before? Short of trying to convince animators to never have the characters loop back like this does anyone have any ideas on how to circumvent this problem? Thanks in advance, -Brandon
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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
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Hello people, im trying to make a poly-line from series of points. Everything works perfect (picture_1) BUT every time when the simulation reaches frame 44 the lines close its rows, (picture_2) and I dont know why. Can U help me please fix this issue? Thanks a lot! ISSUE.hip
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Hi all, Is it possible to create a curve or a line from an animated object? E.g if I had an animated sphere, would I be able to generate a curve from its trail or path (instead of creating the curve manually) so that the curve follows it?
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hey! sorry for the dumb question, but I couldn't find an answer I have a pop sim with some points, and I'm trailing them with the trail/add combo, it's all good but I can't find a way to map Alpha or color to the length of the trail to let the trail fade away, any idea? cheers!
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Hello, I have a feeling this is a common issue, but its a bit hard to explain / search for a solution. I've imported an animated alembic file, used unpack to get the points and put it through a trail node to get the point velocities, the problem is that the point count changes as some of the objects "disappear", so you get brief flicks of extreme velocity as the point IDs shuffle, I am curious about the method(s) for dealing with this problem.. Thank you
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Hey magicians, I'm trying to study an effect I saw on flow/er by Lukas Vojir: Here are my thoughts about it: 1) Make curl trails and convert them to hair somehow to get that movement? or wires? 2) Create simple flip with curl noise and advect trails? So far I run some tests, I can get a similar result in static, but I cant give that movement, it is possible to convert advected trails to hair/wires to get that? or there is another better approach? Thanks in advance Cheers!
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Hi, What is a good way to get good looking tendrils/explosion trails like in the photo. Everytime I attempt this look, my sim just winds up mushrooming out and I can't get the motion I want. Here is the full video of the reference: https://youtu.be/obmbR4lP6Ws I have tried many things. I tried emitting from particles and used the trail sop to create a trail of particles, I have tried emitting from just a few particles, I tried geometry, but I can't seem to get the look that I want. Here is another sim that I did where you can see motion is not that great. https://vimeo.com/262084530 Thanks
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Hi all, I'm having what I'm expecting is a very simple issue with the trail SOP. As my points are dying/ptnum is resetting, I'm getting glitches at the ends of my trails. Obviously if it was a POP sim, I could just trail > cal vel, then append an add SOP to ad a primitive based on id, however I can't figure out how to do it using the @ ptnum variable in the attribwrangle. Is @ ptnum is actually just the wrangle variable, and not actually the point attrib? Been scratching my head on this for a while. .hipnc attached, any help very much appreciated.broken_trails.hipnc
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hi guys as the title says really i've got an anim i imported - i dropped down a trail sop compute velocity and now i want to turn that into normals. I tried attribute promote and a wrangle with @N = @V; but it didn't seem to work can anyone advise me how to go about doing this? end result is having some control of a pyro sim around a character eg smoke swirling up and around his limbs so i'm using a tip by Ben Watts to try and blend those animation normals/velocity with normals that simply face upwards. Theres probably other ways to do this but i've no idea and tbh this whole thing is just an guessxperiment heh heres the tut i was looking at....
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Hello, its my first time posting here. I am using a particle network to generate trails using the trail SOP. In that trail SOP, I would like to give each trail a different length but I have no idea how to do it. Thank you all. particleTrail.hipnc
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Hey guys, This is my first post here! I'm new to Houdini and learning a lot from the shelf tools, available tutorials, forum posts and documentation. Now I'd like to create dust trails from shattered asteroid pieces. Here is what my trail setup looks like so far (.hip attached): I'm almost happy but a few things should be improved/fixed: The "Source Volume" node doesn't know the torus' velocity when drawing into the density field, which results in stepping. I'd like the smoke to interact with (flow around) the geometry. Can I draw it into an obstacle and/or velocity field? Merging the solvers didn't help yet. Maybe I could modify the air pressure/resistance aroudn the asteroid and ignore it for the smoke that's far enough away? With the "Gas Resize Fluid Dynamic" node active, there's some strange aliasing happening towards the end. Any tips on how to achieve/fix those issues would be great! I've been searching the forums and several tutorials already. But as today most of them are not written text but videos instead, it's hard or at least very time-consuming to find specific information. I'll keep playing with nodes and parameters, watching volume wrangling tutorials and also try preparing an upres setup. Thanks! Hebi 2016-08-04_asteroid_trail_v002.hip
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Hi All, I am trying to implement a concept of a spool of thread that unwinds leaving a trail that then takes on the shape of the classic "support this cause" ribbon. I have started with Matt's Pop Trails example file and replaced the scatter with an Object Merge of a single point from an external object that tracks the spools Z position. This gets me a single thread trailing the spool. What I don't know how to do, is to make the trailing thread take on the proposed shape for the concept? Is this Pop Trails example the best way to handle this or is there a better approach? Thanks ap_me_pop_trails_spool_thread.hipnc
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Hi there, this is my first post here. I'm moving my first steps with Houdini and, coming from 3ds Max, I'm trying to find out how to get similar results in the Houdini world. One type of setup which I use quite often in 3ds Max is Pflow Spawn. Basically in this case I've some particles emitting from selected vertex of a moving object, in other words I use the moving mesh as a particle tracker. By doing so, it's easier for me to drive the particles, I can also add deformers to the mesh which will affect the position of the particles as well. Once I'm done with this first step, I spawn the particles, which in Houdini I would translate with Trail. This is what I get with Pflow in 3ds Max: I tried to create a similar setup in Houdini with the following steps: - I created a plane and animated its position/rotation - I created a Source Particle Emitter (it's emitting from a vertex group) - I deleted the Gravity, in order to keep the particles following the plane - I added a trail in the Source Particles, but the result is not what I'm after and, with a lot of particles, Houdini gets really slow This is what I get: So, I guess what I'm trying to figure out is: 1) Is trail the only way to generate a mesh from a particle source? Maybe I can I generate splines? in other words, I'm trying to get a real geometry 2) If trail is the way to go, is there a way to improve the performance and get a smoother experience? I've attached the file I'm working on. Thanks for any help. particle_trail.zip
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Hi guys, I'm trying to create small explosions of fireworks, seen in Harry Potter (1:23 - 1:25): I've created the particle explosion, but now I'm struggling a lot with creating the whispy smoke trail the those particles leave. I see tutorials about those big, high density smoke trails (rocket smoke trails for example), but not about subtle, low-density, whispy smoke trails. What would be a good solution to create this kind of effect? I've added my hipnc file so far, with the explosion, if that may be of any help. Thanks a lot in advance! Felix fireworks.hipnc
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I'm a newbie in Houdini and I'm working on creating fireworks. I have this question, it maybe simple but I've worked on try to solve this for an afternoon... How could I make the firework trail to be thicker at the top? (Like this and this) Right now my firework trail is looking something like the image below. Is it something to do with the pscale? And could anyone tell me how can I achieve this? Thank you very much. particles.hipnc