jonjonmakemake Posted June 26, 2019 Share Posted June 26, 2019 Hello, I've been learning Houdini for a couple of weeks now and I'm trying to learn about particles more at the moment. I'm currently trying to create a grid of falling particles that look like a pixel sorting effect. (please see attached images and video link). My thought process has been that I need to create a grid to emit the particles and then attached trials that have a colour gradient to the trials with a falloff. I want the particle trails die out at different times and for the trials them selves to slowly fade away much like the trail of a shooting star or a light trail (hopefully the below examples clarify what I'm trying to say). I've been trying to figure this out and I've looked around the forum but can't find an example. So far all I can get is my particles to fall the way I want with trails that have the colour gradient connected but that's all. Can anyone suggest/show me a way to create the look i'm after? I realise this might be a really rookie thing to do but from my own research I'm currently lost and need some hel Thanks in Advance! Current Scene File: Particles_Field_04.hip Examples: https://www.shutterstock.com/video/clip-1008242815-particles-glitter-rain-awards-abstract-background-loop Quote Link to comment Share on other sites More sharing options...
schwungsau Posted June 26, 2019 Share Posted June 26, 2019 a lots of ways.... simple and fast way at pointwrangle after the add note ithe code int prim_points[]; float umap; addattrib(0, "point", "umap", 0.0); prim_points = primpoints(0, @primnum); for ( int i = 0; i < len(prim_points); i++ ){ umap = float(i) / (len(prim_points) - 1); setattrib(0, "point", "curveu", prim_points[i], 0, umap, "set"); } then you can add a "color" node --> set it ramp from attribute with curveu as attr. Quote Link to comment Share on other sites More sharing options...
jonjonmakemake Posted June 27, 2019 Author Share Posted June 27, 2019 12 hours ago, schwungsau said: a lots of ways.... simple and fast way at pointwrangle after the add note ithe code int prim_points[]; float umap; addattrib(0, "point", "umap", 0.0); prim_points = primpoints(0, @primnum); for ( int i = 0; i < len(prim_points); i++ ){ umap = float(i) / (len(prim_points) - 1); setattrib(0, "point", "curveu", prim_points[i], 0, umap, "set"); } then you can add a "color" node --> set it ramp from attribute with curveu as attr. Thanks Schwungsau I'll give it a crack when i get a break at work! Quote Link to comment Share on other sites More sharing options...
mestela Posted June 27, 2019 Share Posted June 27, 2019 Or some mild abuse of scatter, attribfrommap, attribnoise: drippy_pixels.hip 3 Quote Link to comment Share on other sites More sharing options...
mestela Posted June 27, 2019 Share Posted June 27, 2019 Ah, added an alpha fade to the lines: drippy_pixels_v2.hip 4 Quote Link to comment Share on other sites More sharing options...
jonjonmakemake Posted June 27, 2019 Author Share Posted June 27, 2019 Nice one Mestela i'll at look at this verison too! Quote Link to comment Share on other sites More sharing options...
kvaletet Posted June 27, 2019 Share Posted June 27, 2019 Oooh, fancy! Quote Link to comment Share on other sites More sharing options...
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