chrisedu Posted March 26, 2006 Share Posted March 26, 2006 hello There this is my first question to the list. I am a noob in Houdini trying to figure out a simple collision scene. the scene will be a sphere colliding with the ground, much more in a "meteor impact and bounce" situation where a sphere (meteor) generates particles itself ( smoke trail ) and when colliding with the ground, it generates debries. I am using a single sop network with a popnet inside it. Into the popnet, there is a simple network to generate the meteor particles: ( source > force > interact > drag > collision ), using the sphere (meteor) points as a source. I think that a good way to make the meteor collision with the ground and the debries generation could be another particle network ( location > force > drag > collision > instance ) that will use instance to drive the meteor. is it possible to use more than one particle generator ( source or location ) inside the same popnet and still drive separate geometries ( debries, smoke trail, meteor ) on the SOP network? since I realized that there are many ways to do anything in houdini, I would like to know if my approaches is correct, or there is another better one to do this animation. thx in advance chrisedu Quote Link to comment Share on other sites More sharing options...
Lukich Posted March 27, 2006 Share Posted March 27, 2006 The answer is "yes", you can create multiple chains in one pop network. What you'll need to do to access them is to use pop merge sop and point it to the appropriate node on the pop level. Quote Link to comment Share on other sites More sharing options...
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