sliver Posted January 21, 2014 Share Posted January 21, 2014 (edited) Hello everybody, I'm learning/using particles with Houdini 13 on the old popnetwork. And I'm trying to create myself a water drips effect which slide on an object like here : You can check my file, where I'm using the Split POP. But the result is not very good. And since morning I'm a little bit stuck. If you have any idea to help me, thank you in advance. rain_002.hip Edited January 21, 2014 by sliver 2 Quote Link to comment Share on other sites More sharing options...
A. Morales Posted January 22, 2014 Share Posted January 22, 2014 (edited) Try this Messed with the birth lives, and add mass to the particles, theyll behave more naturally, upped the oversampling and just smaller tweaks. -Adad rain_002_am.hipnc Edited January 22, 2014 by amorales 1 Quote Link to comment Share on other sites More sharing options...
sliver Posted January 22, 2014 Author Share Posted January 22, 2014 Thank you very much Adad it works like a charm. 1 Quote Link to comment Share on other sites More sharing options...
sliver Posted January 22, 2014 Author Share Posted January 22, 2014 (edited) Adad could you help me for a last thing ? To learn more and more Particles I have decided to download the rain.otl in order to recreate it. But there is a "strange" node : SplitPOP called : obstacle_split_single2 When I create a new split with the same parameters, this new split doesn't work for the setup, and when obstacle_split_single2 is actived, the system works. And I don't understand why. There is hidden parameters ? Thank you very much if you can help me. rain_004.hip Edited January 22, 2014 by sliver 1 Quote Link to comment Share on other sites More sharing options...
A. Morales Posted January 23, 2014 Share Posted January 23, 2014 (edited) Just checked your file, looks like both splits are working, getting 1 birthed particle, what version of houdini are you in? 13.0.198.21 here not sure why its not working on your end, i dont see anything that would prevent it from working. Scratch that, I played with it a little more and noticed something was going on with the grouping at the first split, dont think it was preserving the right group (it was still grabbing the name from the old split) , i attached the hip below. Cheers! -Adad rain_004_amfix.hipnc Edited January 23, 2014 by amorales Quote Link to comment Share on other sites More sharing options...
Neil78 Posted January 23, 2014 Share Posted January 23, 2014 Awesome , I need to create this effect and these hip is brilliant. Thanks Quote Link to comment Share on other sites More sharing options...
sliver Posted January 24, 2014 Author Share Posted January 24, 2014 Adad you rock ! It was the name of the split which is important. Thank you very very much. You are welcome Zweger, it's a team work 1 Quote Link to comment Share on other sites More sharing options...
Whatsinaname Posted July 21, 2014 Share Posted July 21, 2014 Ok, changed the original setup, which was using the old POPs into a setup using the new particle workflow in DOPs, so it basically works. Of course, the general behaviour can be improved (didn't look so much into that). Anyway I'm not 100% convinced of the trailing behaviour, I'd like to see more...yes trailing behaviour, now it looks a bit scattered, but I do not know how to better control particle emisson from the POP Replicate node. Maybe I should add another POPVOP that will do the emission. rain_H13.hip 1 Quote Link to comment Share on other sites More sharing options...
wateryfield Posted July 23, 2014 Share Posted July 23, 2014 Interesting topic. Quote Link to comment Share on other sites More sharing options...
sliver Posted July 27, 2014 Author Share Posted July 27, 2014 it's cool thank you Phlok Quote Link to comment Share on other sites More sharing options...
Manish Posted June 12, 2017 Share Posted June 12, 2017 Hi, Does anyone has done same effect with new popnetwork? If yes please share info. Thanks Quote Link to comment Share on other sites More sharing options...
Arch Posted April 24, 2018 Share Posted April 24, 2018 Hi everyone ! I don't understand the vop way to have particle trails (still trying to learn VOP logic). There is a method to do that without vop? Like the old popnetwork? I encounter two problems in the new popnetwork to achieve that with the old way I think: 1) attribtransfer has to give me the normal for sliding particles group and i can't use this node in popnet context 2) I can't group particles with the rule $SLIDING == 1 or $SLIDING == 0 to delimitate sliding and nonsliding particles... I don't know why. I tried the old way, that's worked but I want to understand how to do that with newer versions. If someone can help me, that would be really great Ps: I know there is the orbolt asset for rain but I try to make this effect by myself. Quote Link to comment Share on other sites More sharing options...
Atom Posted April 24, 2018 Share Posted April 24, 2018 (edited) Here is the StepByStepVFX setup. No secondary splashes but you could just copy an animated geo splash sequence to those floor points. sbs_rain_drops_slide_along_surface.hiplc Edited April 24, 2018 by Atom Quote Link to comment Share on other sites More sharing options...
Atom Posted April 24, 2018 Share Posted April 24, 2018 Here is a splash sequence .bgeo.sc exporter that Juraj posted a while back. With this HIP you can quickly generate small splash sequences to copy to your impact points. jt_rain_rnd.hipnc 1 Quote Link to comment Share on other sites More sharing options...
Arch Posted April 24, 2018 Share Posted April 24, 2018 (edited) Hi Atom, Thanks a lot for your answers and share this hipfiles. That's will definitively help me to improve my setup ! In my scene, I already have splash impacts on my object and on the ground. The only thing that I can't have is the trail which result of this impacts (moreover my object moving like a car under rain) like in videos below. https://vimeo.com/79581334 https://vimeo.com/66649561 EDIT: To be more accurate, my object is not animate but the rain is simulated like the car was moving. Edited April 24, 2018 by Arch Quote Link to comment Share on other sites More sharing options...
Atom Posted April 24, 2018 Share Posted April 24, 2018 (edited) If you take a close look at the StepByStepVFX file you'll see that the author has copied a tapered line to the falling points. You can increase this line length to make the trails much longer. Edited April 24, 2018 by Atom Quote Link to comment Share on other sites More sharing options...
Arch Posted April 25, 2018 Share Posted April 25, 2018 Perfect ! I will work on that, thanks again for your help Atom ! Quote Link to comment Share on other sites More sharing options...
Biscotte Posted November 1, 2018 Share Posted November 1, 2018 (edited) Hi guys! Thanks a lot for your tips! Inspired by this thread and Josh Clos article (https://www.joshclos.com/procedural-rain-system) I tried to replicate the effect . I didn't understand why the drops have to stick around the center (due to wrangler in popnet) so I made a group w/ random points from POP Replicate and used wrangler and POP Interact to pull them appart and stop them after a certain age. Then used them to compute droplets sliding on surface. For puddle, instead of sin() on impact geo, I used a ripple solver, think the render is better for not so much more calculation. You can see the system in action w/ another model: Hope you enjoy! Edited November 15, 2018 by Biscotte 4 Quote Link to comment Share on other sites More sharing options...
Atom Posted February 12, 2020 Share Posted February 12, 2020 I came across another tutorial that demonstrates this technique. ap_rain_with_streams_along_surface_021220.hiplc 3 1 Quote Link to comment Share on other sites More sharing options...
Andrea Posted February 12, 2020 Share Posted February 12, 2020 That's great, thanks Atom Quote Link to comment Share on other sites More sharing options...
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