velocity -= <<0,abs(noise(position *0.09)*10),0>>;
this is maya mel for controlling particles fall.
how should I do, could make the same effect in houdini particles?
particle driven by script control. (tranfer MEL to Hscript)
3018 3 1- dim1984kimo
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- pclaes
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put down a vop pop and have a look at the nodes, you have all the building blocks you need there to rebuild that expression.
A few extra ones you might need are:
vectorToFloat
floatToVector.
Just as a simple example:
connect the global incoming velocity to the global outgoing velocity.
Now insert a multiply node inbetween. Create a parameter node and also link it in with the multiply. Go out of the vop pop, now you have a little slider control to multiply the velocity….
explore the other vop operators.
A few extra ones you might need are:
vectorToFloat
floatToVector.
Just as a simple example:
connect the global incoming velocity to the global outgoing velocity.
Now insert a multiply node inbetween. Create a parameter node and also link it in with the multiply. Go out of the vop pop, now you have a little slider control to multiply the velocity….
explore the other vop operators.
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- Antoine Durr
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pclaesYou could also just use a velocity POP. Place into each field (substituting the appropriate $VX, $VY, or $VZ): $VY-abs(noise(vector3($TX,$TY,$TZ) * 0.09)*10)
put down a vop pop and have a look at the nodes, you have all the building blocks you need there to rebuild that expression.
Of course, the noise calculation will be different in Houdini than Maya, so the end result will inherently be different.
– Antoine
- dim1984kimo
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