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Different particle force weight


dynamoanders

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Hi guys.

It´s been a while since I used Houdini, and I can´t remember how I do a different force "weight" per particle in the curl noise node.

Basically I put a sphere down, do a popnet and from the source add a curlnoise node.

What I want to do is to have a random weight per particle, and from what I could remember doing this before, I just added a rand function with the $ID multiplied buy a number.

I am not getting this to work now, so does anyone have a suggestion?

It is to prove a concept using curlnoise.

Thanks

Anders

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Basically I put a sphere down, do a popnet and from the source add a curlnoise node.

What I want to do is to have a random weight per particle, and from what I could remember doing this before, I just added a rand function with the $ID multiplied buy a number.

I am not getting this to work now, so does anyone have a suggestion?

I'd do this in a VOP POP and just read this random attribute you created as a multiplier to the curl noise before adding it to the position or velocity of the particles...

Cheers

Edited by rafaelfs
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Since its a wrapped up VOP POP, you can drive the parameters of the curl noise POP with attributes. So if you wanted to control the Velocity Blend parameter, create an attribute POP, set the name to match the parameter name, ie 'velblend' and then you can set your rand() expression in that. This will override any value you have for the given parameter on the curl noise POP

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Hey Spencer.

Thanks for that tip.

Got it working with both your suggestions. Good stuff!

Seems that I still have some problems with the $ID though. Somehow it doesnt want to recognise $ID.

Putting in expressions is fine, but my $ID attribute or $LIFE seems to struggle in the forcescale.

I wanted to drive the forcescale but multiplying it with my $ID :wacko:

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