sunlight90 Posted October 2, 2020 Share Posted October 2, 2020 I have particles in my scene. I want to fade out my particles pscale based on controller geo and a falloff. But I want to add a bit randomness to it. In cinema 4d I would just grab a linear field and a random field. In Houdini, my plan was to use a grid with maskfromgeometry and attribtransfer that on the particles. However, this will just scale down all the particles that are in one axis the same way. I have no idea how to add randomness on the particles scale, (I want that some particles scale down faster, and some particles need longer to be scaled down) Quote Link to comment Share on other sites More sharing options...
tamagochy Posted October 2, 2020 Share Posted October 2, 2020 (edited) int f = rint(fit01(rand(@id),0,20)); float p = fit(@Frame,f,f+20,1,0); @pscale*=p; This example for random frame start, but you can modify it for your needs. Edited October 2, 2020 by tamagochy Quote Link to comment Share on other sites More sharing options...
sunlight90 Posted October 2, 2020 Author Share Posted October 2, 2020 Thank you. Instead of linking it to the time, I've linked it to my controller geo. The particles fade out with random values, but they still fade out all at once in a straight line as you can see. My goal is to let some particles fade out later than others, so that I break this linear outfade shape. I've tried to sketch that in red. Quote Link to comment Share on other sites More sharing options...
sunlight90 Posted October 3, 2020 Author Share Posted October 3, 2020 Could I use chops for creating such a 'random effector' ? Quote Link to comment Share on other sites More sharing options...
Sepu Posted October 3, 2020 Share Posted October 3, 2020 https://www.motionoperators.com/ Quote Link to comment Share on other sites More sharing options...
sunlight90 Posted October 4, 2020 Author Share Posted October 4, 2020 I was hoping to use Houdini and not having to install 3rd party assets for this. Or is it that difficult to do in Houdini? Quote Link to comment Share on other sites More sharing options...
Librarian Posted October 4, 2020 Share Posted October 4, 2020 @sunlight90 check this file Quote Link to comment Share on other sites More sharing options...
satoru Posted October 4, 2020 Share Posted October 4, 2020 Distance from Target SOP -> Target parameter to Plane. fo.hiplc 3 Quote Link to comment Share on other sites More sharing options...
konstantin magnus Posted October 4, 2020 Share Posted October 4, 2020 Hi Karsten, here is a remotely similar example. It's scaling a point grid by proximity to several planes (represented by the large points and their normals). int pt_near = nearpoint(1, v@P); vector clr_near = point(1, 'Cd', pt_near); vector pos_plane = point(1, 'P', pt_near); vector nml_plane = normalize(pos_plane); float dist = planepointdistance(pos_plane, nml_plane, v@P, set(0)); scale_by_plane_dist.hipnc Quote Link to comment Share on other sites More sharing options...
tamagochy Posted October 5, 2020 Share Posted October 5, 2020 On 10/2/2020 at 12:34 PM, sunlight90 said: Thank you. Instead of linking it to the time, I've linked it to my controller geo. The particles fade out with random values, but they still fade out all at once in a straight line as you can see. My goal is to let some particles fade out later than others, so that I break this linear outfade shape. I've tried to sketch that in red. You can modify it easy to get what you want int f = rint(fit01(rand(@id),0,20)); int rnd = rint(fit01(rand(@id+54),0,20)); float p = fit(@Frame,f,f+rnd,1,0); @pscale*=p; Quote Link to comment Share on other sites More sharing options...
Librarian Posted October 5, 2020 Share Posted October 5, 2020 Fun fractureScale.hipnc 1 Quote Link to comment Share on other sites More sharing options...
sunlight90 Posted October 5, 2020 Author Share Posted October 5, 2020 Thanks a lot guys ! Quote Link to comment Share on other sites More sharing options...
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