I couldn't open your scene, but remember that particles are born with an ID attribute that you can use to generate your sparks.
I'd suggest to use a high substep to create lot of particles and connect them with an add sop running over ID attrib.
Good luck
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Technical Discussion » Creating a Spark Effect using POP
- Diego Grimaldi
- 15 posts
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Technical Discussion » Fluid from ALEMBIC object very slow
- Diego Grimaldi
- 15 posts
- Offline
Unless the object is HiRes, which you are saying is not, the alembic should not be a problem at all.
The problem might be the Voxel size inside DOP or in your fluid source which gets created automatically from the shelf tool.
Make sure those are not too extremely hi-res and you should be good to go.
If you are still running into problem, post a hip file with a locked node and we can help you out more.
Good luck!
The problem might be the Voxel size inside DOP or in your fluid source which gets created automatically from the shelf tool.
Make sure those are not too extremely hi-res and you should be good to go.
If you are still running into problem, post a hip file with a locked node and we can help you out more.
Good luck!
Technical Discussion » Voronoi Fracture Pieces disappears in DOP
- Diego Grimaldi
- 15 posts
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Sounds like you may have some conflict issues with the NAME attrib.
It might be easier to debug if you post a scene file.
It might be easier to debug if you post a scene file.
Technical Discussion » Viscosity and Collisions?
- Diego Grimaldi
- 15 posts
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Hey Melissa,
I am assuming you already have Gravity on in your sim.
If so, I would add Normals to the ground, bring that into a Point Vop and do a cross product to get them point in the direction of the ground. After that you can either convert Normal into Vel and read it into the DOP or use the Normal direction inside DOP itself to affect your simulation.
Good luck!
I am assuming you already have Gravity on in your sim.
If so, I would add Normals to the ground, bring that into a Point Vop and do a cross product to get them point in the direction of the ground. After that you can either convert Normal into Vel and read it into the DOP or use the Normal direction inside DOP itself to affect your simulation.
Good luck!
Technical Discussion » Particle "clustering" - Flour explosion
- Diego Grimaldi
- 15 posts
- Offline
Hey,
I can't open your file at work but this kind of FX is quite straight forward. I'd suggest to have a first particle simulation or RBD sim of those big chunks that are at the very tip of the “cluster” and then use that simulation to emit tons of particles using the vel from the first simulation.
As you see in the first pic, there seems to be little debris at the tips followed by the dusty particles, so you should follow that same idea.
Good luck!
I can't open your file at work but this kind of FX is quite straight forward. I'd suggest to have a first particle simulation or RBD sim of those big chunks that are at the very tip of the “cluster” and then use that simulation to emit tons of particles using the vel from the first simulation.
As you see in the first pic, there seems to be little debris at the tips followed by the dusty particles, so you should follow that same idea.
Good luck!
Technical Discussion » dynamic ice fracturing
- Diego Grimaldi
- 15 posts
- Offline
Hi sl0throp,
Thanks for the reply but the problem with pre-fracturing ice is that it shows through due to the nature of ice itself.
I've been trying different techniques and on odforce they also posted some interesting files I need to check as well.
Thanks anyway
Thanks for the reply but the problem with pre-fracturing ice is that it shows through due to the nature of ice itself.
I've been trying different techniques and on odforce they also posted some interesting files I need to check as well.
Thanks anyway
Technical Discussion » dynamic ice fracturing
- Diego Grimaldi
- 15 posts
- Offline
I wish we could do that, but we actually need the ice gradually cracking, not all together as you suggest.
Technical Discussion » dynamic ice fracturing
- Diego Grimaldi
- 15 posts
- Offline
Hey everyone,
I'm cross-posting from Odforce because I really need help.
I'm trying to create a dynamic cracking ice wall. What that means is that I have a wall geo that needs to be cracked (multiple times possibly) based on an impact object (or anything really) but it cannot be pre-fractured due to the ice nature.
I've been trying by haking the fracture parm (voronoi fracture config obj) node and tried with a SopSolver in DOP as well with no decent result.
I was wondering if you had any ideas on how to approach this.
Here's a photo of the ice crack shape I'm trying to go for:
https://www.flickr.com/photos/dreamofdata/5434655197/in/photostream/ [flickr.com]
Thanks for any help.
Diego
I'm cross-posting from Odforce because I really need help.
I'm trying to create a dynamic cracking ice wall. What that means is that I have a wall geo that needs to be cracked (multiple times possibly) based on an impact object (or anything really) but it cannot be pre-fractured due to the ice nature.
I've been trying by haking the fracture parm (voronoi fracture config obj) node and tried with a SopSolver in DOP as well with no decent result.
I was wondering if you had any ideas on how to approach this.
Here's a photo of the ice crack shape I'm trying to go for:
https://www.flickr.com/photos/dreamofdata/5434655197/in/photostream/ [flickr.com]
Thanks for any help.
Diego
Houdini Indie and Apprentice » highly viscous flip fluids "sticky" by default?
- Diego Grimaldi
- 15 posts
- Offline
Hey guys,
sorry for intruding on this post but I found it very useful. I'm trying to create an effect in which a creature gets thrown some liquid that sticks on him and he's supposed to get rid of it based on his velocity.
I've been playing with both setups (Johner and Jeff's) and I've been getting some decent results with Johner's setup but I need a bit more control.
I attached a video of what I got so far with his setup.
In the example I'm keyframing the flip viscosity and the scale on the “gas stick on collision” but I kinda need the flip to be stuck on the geo and coming off based on the geo vel.
Any help is tremendously appreciate it!
Thanks in advance
sorry for intruding on this post but I found it very useful. I'm trying to create an effect in which a creature gets thrown some liquid that sticks on him and he's supposed to get rid of it based on his velocity.
I've been playing with both setups (Johner and Jeff's) and I've been getting some decent results with Johner's setup but I need a bit more control.
I attached a video of what I got so far with his setup.
In the example I'm keyframing the flip viscosity and the scale on the “gas stick on collision” but I kinda need the flip to be stuck on the geo and coming off based on the geo vel.
Any help is tremendously appreciate it!
Thanks in advance
Technical Discussion » PARTICLES INITIAL STATE+SHAKE OFF
- Diego Grimaldi
- 15 posts
- Offline
Hey Seb,
thanks for the reply. I already have a setup like that but I actually need smth a bit different.
I need to have flip stick to a geo and then shake off the geo according to it's velocity.
Any idea for that?
thanks for the reply. I already have a setup like that but I actually need smth a bit different.
I need to have flip stick to a geo and then shake off the geo according to it's velocity.
Any idea for that?
Houdini Indie and Apprentice » Exporting Whitewater particles to Maya
- Diego Grimaldi
- 15 posts
- Offline
Hey Rabiee,
I was trying to use your otl with no success inside of Maya.
I've been trying to be extremely precise with the file name and format but I had no luck.
Some help please?
Could you maybe upload a file that works so I can go on from there?
Thanks
I was trying to use your otl with no success inside of Maya.
I've been trying to be extremely precise with the file name and format but I had no luck.
Some help please?
Could you maybe upload a file that works so I can go on from there?
Thanks
Technical Discussion » PARTICLES INITIAL STATE+SHAKE OFF
- Diego Grimaldi
- 15 posts
- Offline
Hey all,
I am trying to create an effect where an object has particles stick to it and when the object moves the particles get shaken off and fall.
This is a playblast of what I got so far, but mine has a constant emission, so it seems like the beast keeps on emitting the particles.
https://www.youtube.com/watch?v=ebJUOOj_U-s&feature=youtu.be [youtube.com]
I need something a bit different. I need to set an initial state of the particles and then the beast would shake them off based on it's velocity.
So the pops go from static to falling out according to the velocity of the geo.
Any ideas? I hope I'm being clear.
A hip file would be amazing
Thanks
I am trying to create an effect where an object has particles stick to it and when the object moves the particles get shaken off and fall.
This is a playblast of what I got so far, but mine has a constant emission, so it seems like the beast keeps on emitting the particles.
https://www.youtube.com/watch?v=ebJUOOj_U-s&feature=youtu.be [youtube.com]
I need something a bit different. I need to set an initial state of the particles and then the beast would shake them off based on it's velocity.
So the pops go from static to falling out according to the velocity of the geo.
Any ideas? I hope I'm being clear.
A hip file would be amazing
Thanks
Houdini Indie and Apprentice » Opacity in Fire
- Diego Grimaldi
- 15 posts
- Offline
Amazing posts here!
Thanks Joker for sharing your knowledge on fire matter, I'm learning a lot from your hip files!
Thanks Joker for sharing your knowledge on fire matter, I'm learning a lot from your hip files!
Technical Discussion » Texture on Volume
- Diego Grimaldi
- 15 posts
- Offline
Hey Rob,
Thanks for the reply…
Well, most of it is probably lots of comped layer, but some of it looks a lot like Krakatoa…
But because I am working in Houdini I was still wondering what is a way to add texture on volume…
I know I can use a projection map from a light but that doesn't really give me the result I am looking for…
Any other ideas?
THANKS
Thanks for the reply…
Well, most of it is probably lots of comped layer, but some of it looks a lot like Krakatoa…
But because I am working in Houdini I was still wondering what is a way to add texture on volume…
I know I can use a projection map from a light but that doesn't really give me the result I am looking for…
Any other ideas?
THANKS
Technical Discussion » Texture on Volume
- Diego Grimaldi
- 15 posts
- Offline
Hey guys,
I've been asked to imitate this kind of effect
http://www.youtube.com/watch?feature=player_embedded&v=nEM5HyN0BqU [youtube.com]
I am still fairly new to Houdini and I've been trying to dig around the forum for a way to do this.
Some sort of ghost fx that emits fluid, therefore I was thinking of emitting fluid from an object and shade the volume with texture..Is that possible in Houdini?
If you know of any other ways to achieve this kind of fx I would gladly give them a shot!
Is there a way to add a texture to a volume? I've been able to transfer color to fluids, but I can't transfer UVs info to fluids…
Any help please?
I've been asked to imitate this kind of effect
http://www.youtube.com/watch?feature=player_embedded&v=nEM5HyN0BqU [youtube.com]
I am still fairly new to Houdini and I've been trying to dig around the forum for a way to do this.
Some sort of ghost fx that emits fluid, therefore I was thinking of emitting fluid from an object and shade the volume with texture..Is that possible in Houdini?
If you know of any other ways to achieve this kind of fx I would gladly give them a shot!
Is there a way to add a texture to a volume? I've been able to transfer color to fluids, but I can't transfer UVs info to fluids…
Any help please?
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