becheg Posted December 8, 2020 Share Posted December 8, 2020 Hey guys. This shading effect was originally made on Redshift. Does anyone know how to achieve the same effect on Mantra? . I’m new to Houdini and this is way beyond my knowledge. Any help would be much appreciated. Here's the hip file just in case. LiveScalingBulletsSetup01.hip Quote Link to comment Share on other sites More sharing options...
nuki Posted December 9, 2020 Share Posted December 9, 2020 (edited) hey mauro! first you'd have to set up an attribute to drive the shading. I just used a float attrib called heat and used the 'myscale' variable you set inside the dynamic scaling geo wrangle. As you run the sim, whenever the enablesolver fires the scale values are added to this heat var, collecting it over time. For the heat decay you'll just need another geowrangle that dampens this heat attrib every time step. I put it before the dynamic scaling part so the newly added values dont get reduced immediately and they can fully reach 1.0. Then you have a prim attrib on your packed geo which you can visualize with a color sop. To access the heat attribute inside any shader you can use a render state vop with packed:heat as a value name. Then you can plug this float value into a ramp parameter and give it some color, emission...! LiveScalingBulletsSetup02.hiplc Edited December 9, 2020 by nuki 2 Quote Link to comment Share on other sites More sharing options...
becheg Posted December 9, 2020 Author Share Posted December 9, 2020 Hey Martin! Outstanding! Thank you so much for your perfectly explained solution for this. Quote Link to comment Share on other sites More sharing options...
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