POP slide/creep? H13

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Hi

I'm trying to set-up a particle system where particles flow around geometry, sort of like your typical rain drop system.
I kind of imagined that POP Collision Detect set to slide would do the trick, guess not though.. I've also messed around with POP Attract, but I'm not really getting the expected results.

Prior to H13 with the old POPs I would use creep or cling.
am I missing something??

thx
Jason
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anyone, I need to figure this out as well,
I tought if I put a popwrangle with

vector landpt; // declaring a vector
landpt = point(@OpInput4,“P”,@ptnum); //terrain connected to


then in a popvop import this as parameter then vector to float and connect second output( assuming this would the Y value) as the new height

but it does not work, I am not good with syntax , anyone has anyideas,

basically I am trying to keep particles on the ground
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nevermind, figured it.

solution came after watching the https://vimeo.com/81611332 [vimeo.com] Houdini 13 Masterclass | Particles altough I am not sampling volumes but PCopen,

So whoever is interested the file is below

Attachments:
DopPop_Terrain_Follow.hip (273.0 KB)

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tricecold
nevermind, figured it.

solution came after watching the https://vimeo.com/81611332 [vimeo.com] Houdini 13 Masterclass | Particles altough I am not sampling volumes but PCopen,

So whoever is interested the file is below

That's Interesting solution :wink:
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Just a simple UV lookup driven by age.

Attachments:
IG_doppop_terrain_follow.hip (210.4 KB)

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jason|slab
Prior to H13 with the old POPs I would use creep or cling.
am I missing something??

Quite a critical bit of functionality, one hopes it will return soon without having code our own
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Joker386
tricecold
nevermind, figured it.

solution came after watching the https://vimeo.com/81611332 [vimeo.com] Houdini 13 Masterclass | Particles altough I am not sampling volumes but PCopen,

So whoever is interested the file is below

That's Interesting solution :wink:

I am open to all suggestions man
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Ilan Gabai
Just a simple UV lookup driven by age.
I am sorry I see the particles moving on the surface, but I didnt understand how man, can you explain a bit more
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Sure.
So basically it all happens in the pop net. The mountainy ground plane is a nurbs surface, and therefore has parametric uvs. Using a “primitive attribute vop”, you can get the world space position of the UV value. So if you give the U for example a rand($ID) value, it will scatter the particle along the surface's U in world space. And if you drive the V with the particle's normalized age, it will travel along the surface's V in world space (in the rand U's lane) over it's lifespan. Let me know if you have any more questions.

~Ilan
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Or you can use the Popnet - Old and turn on Slide on Collision. Easy
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pbowmar
jason|slab
Prior to H13 with the old POPs I would use creep or cling.
am I missing something??

Quite a critical bit of functionality, one hopes it will return soon without having code our own

agreed, agreed, +1 +1 …
Imre Tuske
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Maybe I miss something, but don't do the trick just simple popcollisiondetect1 with Slide response and turning off Collide Relationship on merge?

Look at example file.

Attachments:
pop_slide.hipnc (705.7 KB)

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well the problem in your scene is they stay on the surface indeed but they fall off, so like you said, they are sliding. They also keep their vector after the tip of a hill and fly a bit more until falling on the surface.
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pezetko
Maybe I miss something, but don't do the trick just simple popcollisiondetect1 with Slide response and turning off Collide Relationship on merge?

Look at example file.

If you increase the Default Particle Size the particles don't fall off.

Attachments:
pop_slide_153_increased p_size.hipnc (325.4 KB)

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