jordancario Posted January 27, 2015 Share Posted January 27, 2015 Hey, Im a vfx student right now and I've been trying to learn houdini on my own for the past little while. For a class project I need to be able to have dust kick up from the ground for a vehicle landing, a rotor wash type effect. I was hoping smoeone here would be able to give me ideas on how I can at least get started. Quote Link to comment Share on other sites More sharing options...
Sierra62 Posted January 27, 2015 Share Posted January 27, 2015 As with most things in houdini there are many ways to accomplish something. Here is one way to get it done. Using an attribute transfer, transfer the color from your collision object with the ground plane, delete all the geometry that wasn't transfered and add normals to the direction your want the dust to move. Use the normal direction to set your velocity and then turn it into volume source. With the dopnet set the start frame to your impact frame, and on the source node set a frame value for it to stop emitting from. Then it comes down to tweaking the look that you want. To get really nice details then take your fluid sim and advect particles. this will give you some really nice detail. With the particles set the pscale to set the particle size, then add a color. When rendering it, turn on motion blur to get a nice look (this has to be done on the mantra node, and on the geometry node. on the geo node its called geometry blur under the Render tab.) I have attached a sample file to show this. dust_impact.hip 2 Quote Link to comment Share on other sites More sharing options...
jordancario Posted January 27, 2015 Author Share Posted January 27, 2015 wow thanks for the quick response! Quote Link to comment Share on other sites More sharing options...
Sierra62 Posted January 27, 2015 Share Posted January 27, 2015 Not a problem, if you have anymore questions just ask and I will see if I can help. Quote Link to comment Share on other sites More sharing options...
jordancario Posted January 27, 2015 Author Share Posted January 27, 2015 is there a way to scatter particles on the ground and have them controlling the effect, while being driven by a fan for the initial look and then somehow source the partcles movement to a smoke setup? Quote Link to comment Share on other sites More sharing options...
Sierra62 Posted January 27, 2015 Share Posted January 27, 2015 Start with a particle sim that you like. And then with your fluid source node change the method from build sdf to stamp points. Then on the lower tabs there will be a stamp points tab, adjust the sample Distance to get a nicer looking source. The sample distance is the value around each particle that a volume will be created, the larger the number the bigger the source volume. It may take some time to adjust the look you want. Quote Link to comment Share on other sites More sharing options...
LucOlivier Posted January 31, 2015 Share Posted January 31, 2015 Hi Sierra62, I saw your response here and I was wondering if you could help me with a simple simulation. I'm trying to break a wall with a collision and then make it collapse with RBD, so far so good. Then I'm emitting some debris from the shelf tool and I cant figure out the way to replace those points with actual geometry (sphere for exemple) and make them collide with my RBD sim. Could you help me please? I've attached my scene to this post. Thank you! Debris_collision_N_Geo.hipnc Quote Link to comment Share on other sites More sharing options...
ruchitinfushion Posted August 21, 2015 Share Posted August 21, 2015 Chck this link Kung Fu Panda : Auto Dust Want to know "how to generate points at intersection in above style & then transfer attributes(Velocity, Normal, Distance, Etc.) to points to emit particles from it . i saw this video Geometry Intersection 2 but not useful in my case. Quote Link to comment Share on other sites More sharing options...
Tyfx567 Posted December 4, 2015 Share Posted December 4, 2015 @LucOliver Take a look at this post and see if this helps in any way. http://forums.odforce.net/topic/24369-debris-tool-workflow/ The main idea you want is rbdpointobject. You can set a @instance attribute to get random objects. Quote Link to comment Share on other sites More sharing options...
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