Bernard Posted April 16, 2007 Share Posted April 16, 2007 Hello , Can this effect be done in Houdini, and how ? Maybe some simple hip file to explain ?: http://www.thegnomonworkshop.com/tutorials...vs_uniform.html many thanks, bern Quote Link to comment Share on other sites More sharing options...
MADjestic Posted April 16, 2007 Share Posted April 16, 2007 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. Quote Link to comment Share on other sites More sharing options...
rjpieke Posted April 17, 2007 Share Posted April 17, 2007 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! Quote Link to comment Share on other sites More sharing options...
MIguel P Posted April 17, 2007 Share Posted April 17, 2007 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 Quote Link to comment Share on other sites More sharing options...
altbighead Posted April 17, 2007 Share Posted April 17, 2007 good job MIguel P Quote Link to comment Share on other sites More sharing options...
MIguel P Posted April 17, 2007 Share Posted April 17, 2007 good job MIguel P Quote Link to comment Share on other sites More sharing options...
Bernard Posted April 18, 2007 Author Share Posted April 18, 2007 Thanks Miguel! bern Quote Link to comment Share on other sites More sharing options...
rdg Posted April 18, 2007 Share Posted April 18, 2007 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 Quote Link to comment Share on other sites More sharing options...
MIguel P Posted April 18, 2007 Share Posted April 18, 2007 (edited) 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 April 18, 2007 by MIguel P Quote Link to comment Share on other sites More sharing options...
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