Joker386
I think this is so heavy and hard in processing if you use dynamic simulation for deforming particle's shape !!
But I have really simple way to do that if your ground and particle's shape aren't complex ,for example your ground is grid and all of the particle's shape are same like Box , Sphere or anything !
Sorry I don't have Houdini right now for creating an example file !
you can use blend shape for deforming particles .
1. Just create a deforming object and use Blend Shape for animating rest shape to deformed shape over time.
2. Copy this blend shaped geometry on the particles with copy SOP.
3. Add Black Color to the particles and Add RED Color to the ground with Point SOP
4. Use “Attrib Transfer SOP” to transfer color Attr between ground and particles with small distance threshold and smooth option(So each particles come close to the ground or hitting to the ground take RED Color from ground)
5. Create Stamp Variable in the Copy SOP to take $CR attr from particles
6. use stamp expression in the Blend Shape to change rest geo to the deformed geo according to Color.
(So each particles come close to the ground ,deforming over time)
NOTE: You can use Hit Attributes instead of CR attribute for better result
NOTE2 : I Suggest you to use Old-POP Network
8)
Thanks
, but you know my idea is a bout to have a rigid bodys particles , to have the collision effect between the particles. i have an exemple for my idea :
https://vimeo.com/87339489 [
vimeo.com] ( done in max ) but i want to do the same thing in houdini , i think if 3dsmax can do it , we can for sur do that setup in houdini.
thanks man :wink: