Great, thanks!
Now I'm using an Attributetransfer to get the color onto the trails I'm creating from the particles, but for some reason the trails keep changing color too. It is a nice effect, but not what I'm after. I would expect that one particle is one point, it is transferred to one sphere, that sphere creates a trail, and that trail stays the color of the particle that “caused” it.
Does that make sense? What am I missing?
Thanks
Alex
Found 86 posts.
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Houdini Indie and Apprentice » Individual particle color
- rurik2000
- 87 posts
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Houdini Indie and Apprentice » Individual particle color
- rurik2000
- 87 posts
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I'm sorry if this has been adressed before, but what is the most elegant way to have each particle in a PopNet have a single color? I feel I've seen a tutorial about this but I'm having a brain fart. Any pointers would be greatly appreciated
Thanks
Alex
Thanks
Alex
Houdini Indie and Apprentice » Trails from particles
- rurik2000
- 87 posts
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I think I figured it out, I had to reset the cache a couple of times and extend the particle trail and cache size A LOT to get this to work. Would be a good tutorial subject
Thanks
Alex
Thanks
Alex
Houdini Indie and Apprentice » Trails from particles
- rurik2000
- 87 posts
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Hmm, the connect as polygons seems to work, but seems very haphazard. If you look at the screen grab attached, what I did was add a transform with a sin() expression in the x rotation channel, and then made the trail's cache size 10 and gave it a length of 100.
Only some of the spheres seem to be creating trails, and enabling “connect as polygons” hides the spheres.
I'll look through the Digital Tutors site, I'm definitely missing something
Thanks
Alex
Only some of the spheres seem to be creating trails, and enabling “connect as polygons” hides the spheres.
I'll look through the Digital Tutors site, I'm definitely missing something
Thanks
Alex
Houdini Indie and Apprentice » Some resources for newbies: walkthroughs and links
- rurik2000
- 87 posts
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Thanks man, I've really been thinking about doing the same thing. After watching a lot of tutorials I realized how some basic things are not obvious, and how the ressources are hard to find.
Thanks again
Alex
Thanks again
Alex
Houdini Indie and Apprentice » modeling
- rurik2000
- 87 posts
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Houdini Lounge » procedural modeling
- rurik2000
- 87 posts
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Doesnt look like those are available for download though…Do you have a copy of the lessons?
Houdini Indie and Apprentice » Trails from particles
- rurik2000
- 87 posts
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I'm trying to get a simple particle setup to create trails. I can easily do this with the polywire node, but not with trails
I attached a snapshot of my network view. Inside the popnet there is a source node only. The sphere are correctly being mapped to the particles using the copy node, but the trails don't seem to want to come out. Do I need to convert the output of the copy node?
Thanks
Alex
I attached a snapshot of my network view. Inside the popnet there is a source node only. The sphere are correctly being mapped to the particles using the copy node, but the trails don't seem to want to come out. Do I need to convert the output of the copy node?
Thanks
Alex
Houdini Indie and Apprentice » Save a particle sim
- rurik2000
- 87 posts
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I know I can save a DOP sim using the file node, but it seems like when I try to use it in POP network I only get the option to save .bgeo
Is this right? Am I missing something?
Thanks
Alex
Is this right? Am I missing something?
Thanks
Alex
Houdini Indie and Apprentice » How to achieve this kind of effect?
- rurik2000
- 87 posts
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I was looking at this awesome work http://vito.lucuslegion.com [vito.lucuslegion.com]
And was wondering if anybody has pointers as to how to achieve something like this
http://vito.lucuslegion.com/post_streamers.html [vito.lucuslegion.com]
He says it is “fluid flux”, but could this be fluids rendered with a non-fluid type shader?
Thanks
Alex
And was wondering if anybody has pointers as to how to achieve something like this
http://vito.lucuslegion.com/post_streamers.html [vito.lucuslegion.com]
He says it is “fluid flux”, but could this be fluids rendered with a non-fluid type shader?
Thanks
Alex
Houdini Indie and Apprentice » Waterfall
- rurik2000
- 87 posts
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Would you mind expanding on that? I'll try researching that option, but if you have any pointers or general hints it would be much appreciated!
Alex
Alex
Houdini Indie and Apprentice » Waterfall
- rurik2000
- 87 posts
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What would be the best approach to create a (non-photorealistic) waterfall? I'm interested in essentially a motion that could get very motion blurred but still have the look and feel of a waterfall…Particle fluids? Particles with Fluid surface?
Any examples out there to study?
Thanks!
Alex
Any examples out there to study?
Thanks!
Alex
Houdini Indie and Apprentice » Command Exit Code : 3
- rurik2000
- 87 posts
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That would make sense, because restarting Houdini fixes the problem.
However the instructions on the page you mention are slightly obscure to me when it comes to the $HFS part. How do I access that directory? I'm on OSX, and I tried unpacking the Houdini.app, but nothing in there apparently.
Thanks!
Alex
However the instructions on the page you mention are slightly obscure to me when it comes to the $HFS part. How do I access that directory? I'm on OSX, and I tried unpacking the Houdini.app, but nothing in there apparently.
Thanks!
Alex
Houdini Indie and Apprentice » Command Exit Code : 3
- rurik2000
- 87 posts
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I keep getting this error when doing quick renders in the viewport. I usually can't use the default renderer after a couple of test renders, so I drop in a ROP with a Mantra node, and use that instead. Usually if the default render stops working, I'll get an error with the Mantra node too, and most of the time it will be “Command Exit Code :3”
What is causing this? My current scene is a very small amount of particles, one light, a grid and a few most light things, the simulation cooks immediately, nothing too fancy
Alex
What is causing this? My current scene is a very small amount of particles, one light, a grid and a few most light things, the simulation cooks immediately, nothing too fancy
Alex
Houdini Indie and Apprentice » Issue with NURBS
- rurik2000
- 87 posts
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Houdini Indie and Apprentice » Issue with NURBS
- rurik2000
- 87 posts
- Offline
Hello
I'm having an issue with my NURBS curves. If I use the curve tool and try to draw a NURBS curve my angles get very hard. I'm just following a tutorial about generating particles from surfaces, and piping the convert node after an add node to convert my particle “trails” to NURB curves produces the same effect.
I also noticed that my metaballs don't show up the way they do in tutorials.
Could this be an issue with the LOD of my display preferences? Somehow it feels like all my geometry is kind of hard edged
Thanks
Alex
I'm having an issue with my NURBS curves. If I use the curve tool and try to draw a NURBS curve my angles get very hard. I'm just following a tutorial about generating particles from surfaces, and piping the convert node after an add node to convert my particle “trails” to NURB curves produces the same effect.
I also noticed that my metaballs don't show up the way they do in tutorials.
Could this be an issue with the LOD of my display preferences? Somehow it feels like all my geometry is kind of hard edged
Thanks
Alex
Houdini Indie and Apprentice » Checkerboard SHOP not showing up on Ripple Solver
- rurik2000
- 87 posts
- Offline
I'm trying to apply a checkerboard material to a ripple solver. I have a sphere, and two nulls inside the geo SOP, one for rest and one for init. If I apply the material to the sphere either in Scene view or in Geo view, it will not show up. I can see that the material has been assigned, but no dice on getting it to show up
Any particular reason this is happening?
Thanks!
Alex
Any particular reason this is happening?
Thanks!
Alex
Houdini Lounge » procedural modeling
- rurik2000
- 87 posts
- Offline
That just explained all my questions in the best possible way, thanks so much
I just started playing with the particlefluidssurface node, and can't really get it to look as smooth as what you have in your example. What is usually a good way to achieve this nice liquid look you have using that node? I'm trying to get water to run out of a faucet, but using the particle fluid approach is way to slow. A friend suggested using the particlefluidsurface approach, but I can't get things to not look blobby.
Thanks!
Alex
I just started playing with the particlefluidssurface node, and can't really get it to look as smooth as what you have in your example. What is usually a good way to achieve this nice liquid look you have using that node? I'm trying to get water to run out of a faucet, but using the particle fluid approach is way to slow. A friend suggested using the particlefluidsurface approach, but I can't get things to not look blobby.
Thanks!
Alex
Houdini Lounge » procedural modeling
- rurik2000
- 87 posts
- Offline
Ragupasta, forgive my ignorance and thanks for sharing this file. I,m learning Houdini and am still not familiar with the various ways things can be done. May I ask why, in your paint hip file, you used the Material nodes in the paint network? Why do you need to go through them to pipe into your popnet?
And why do both materials need to be merged and piped into an out null?
If these questions are too basic for this forum, I apologize.
Thanks in advance
Alex
And why do both materials need to be merged and piped into an out null?
If these questions are too basic for this forum, I apologize.
Thanks in advance
Alex
Houdini Indie and Apprentice » Problem making groups
- rurik2000
- 87 posts
- Offline
I do usually have the selection tool enabled, but have been using the tab key in the network view..
I tried using the group tool in the model shelf and that worked as a charm…
Guess it is one of those catches of contextual views
I tried using the group tool in the model shelf and that worked as a charm…
Guess it is one of those catches of contextual views
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