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Disintegrated Vase


Bernard

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No hip file so far (maybe Miguel?),

the described technique is more or less appropriate for any major 3dpackage out there. Houdini certainly has all the tools described in the tutorial + you could take advantage of Halo, Houdini integrated compositor\postprocessor.

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Here's a really cheap solution :)

toDust.hip

Just as clarification, by "cheap", I mean "easy to setup".

There are a lot of things you can do to improve this effect. One fairly straight-forward enhancement is to measure the overall surface area of the emitting surface and use this to drive the particle emission rate (so that less particles are emitted for frames where the emission region is small).

Cheers!

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No hip file so far (maybe Miguel?),

Hehe :)

Yes!

I did this scene around 2 months ago inspired in that maya tutorial.

Here is the result: http://www.miguelperezsenent.com/Media/Tests/sandvase.avi

It is rendered in one pass.

And I attach the hip file. I hope it helps. The particle rate is low to play it in real-time. And there are some custom VOP nodes to color the geometry.

Nice scene rjpieke!

SandVase.hip

post-1215-1176828057_thumb.jpg

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Thanks Miguel!

Interesting interpretation of this old theme.

I'd like to ask some questions, though:

Why are you using custom vexops to assign colors? Is this speadier?

I am not sure I understand those attributetransfers in /obj/sand:

wou transfer white to the geometry based on the distance to a grid,

attribtribtransfer2 'clamps' the region where the particles are born?

Georg

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Thanks Miguel!

Interesting interpretation of this old theme.

I'd like to ask some questions, though:

Why are you using custom vexops to assign colors? Is this speadier?

I am not sure I understand those attributetransfers in /obj/sand:

wou transfer white to the geometry based on the distance to a grid,

attribtribtransfer2 'clamps' the region where the particles are born?

Georg

I think doing this in vex is faster than the Color POP.

Yes, the second attribtransfer is delayed to create a white area to emmit particles. This also can be done using just one attribtransfer and a translating grid.

Edited by MIguel P
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