Particle stutter effect

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Hello,

I'm working on a project, where I want to make particles emanate from a human shaped character, but I want the particle flow to feel as if handdrawn, i.e. with notable ‘frames’, though I still want them to flow in a fast pace (see attached video example). I can do this in Blender (where I mainly work on the project) by making the particle simulation skip 4 out of 5 frames when I cache it out, and then slow the video down significantly when editing the video later. But this method doesn't work when I want to animate the characters, because then I'd have to take all the retiming into account when doing the animations, and that'd be to big of a hassle.

So I'm thinking of a way to set this up in Houdini, so that I can import the animated characters from Blender and add the particles here instead. Using a pretty basic setup with a popsolver in a dop network, I'm thinking the most obvious way to achieve this effect would be to make the simulation really fast, and then somehow make the particles freeze for 4 frames every 5 frames, so that I get a result similar to what I made in Blender, but directly in the simulation instead of having to retime the video material later.

Is there a way to make a particle simulation behave like this? Or should I go about it another way?

Thanks in advance!

//William

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You can use POP Wrangles connected to both the pre-solve and post-solve inputs of the popsolver to cause the visible particle position to update only every couple of frames for a stop-motion effect, without affecting the underlying particle simulation. Let me know if the attached hip file contains the effect you were looking for.

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pop_stutter.hiplc (313.8 KB)

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ziconic
You can use POP Wrangles connected to both the pre-solve and post-solve inputs of the popsolver to cause the visible particle position to update only every couple of frames for a stop-motion effect, without affecting the underlying particle simulation. Let me know if the attached hip file contains the effect you were looking for.

Yes, this is exactly what I was looking for. Thank you so much ziconic
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ziconic
You can use POP Wrangles connected to both the pre-solve and post-solve inputs of the popsolver to cause the visible particle position to update only every couple of frames for a stop-motion effect, without affecting the underlying particle simulation. Let me know if the attached hip file contains the effect you were looking for.

The setup has a problem, however. For some reason the popwrangle nodes causes particle birth at o, o, o, world space (see attached picture). I believe it's caused by the @P = v@simP; line of code. Why is this??
Edited by WAV94 - Aug. 3, 2020 05:21:53

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Particles at 0,0,0 P.PNG (465.8 KB)
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Oops yeah that's because we should not be setting @P to @frozenP if @frozenP hasn't been set (which is true of newly added particles).

The fix is simple. In popwrangle2, add the line i@has_frozen = 1; to the end. Then, in popwrangle4, wrap the @P assignment in an if (@has_frozen) block.
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Beautiful! It works. Thanks a ton for your help, I really appreciate it
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