POP slide/creep? H13
17295 13 3- JasonSlab
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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
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
- tricecold
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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
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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- tricecold
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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
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
Head of CG @ MPC
CG Supervisor/ Sr. FX TD /
https://gumroad.com/timvfx [gumroad.com]
www.timucinozger.com
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- Sadjad Rabiee
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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:
- Ilan Gabai
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- pbowmar
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- tricecold
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Joker386tricecold
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
Head of CG @ MPC
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- tricecold
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Ilan GabaiI am sorry I see the particles moving on the surface, but I didnt understand how man, can you explain a bit more
Just a simple UV lookup driven by age.
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- Ilan Gabai
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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($ID) value, it will scatter the particle along the surface's U in world space. And if you drive the V with the particle's normalized age, it will travel along the surface's V in world space (in the rand U's lane) over it's lifespan. Let me know if you have any more questions.
~Ilan
So basically it all happens in the pop net. The mountainy ground plane is a nurbs surface, and therefore has parametric uvs. Using a “primitive attribute vop”, you can get the world space position of the UV value. So if you give the U for example a rand($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
- pbowmar
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- riviera
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pbowmarjason|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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qLib -- Houdini asset library
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- pezetko
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- tricecold
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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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- pedro3145
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