I created this setup in an attempt to replicate what I normally achieve using 3dsmax PFlow,
Download:
https://www.patreon.com/posts/houdini-glitters-20485689

This setup has the following characteristics:
-Random gravity based on noise pattern (Desney like style).
-At hit trigger, so every time a particle collide you can apply sth in my case I introduced some chaos to the velocity direction and speed.
-Glittery color also base on noise pattern so it looks more natural, you can control the speed and variation.
-Path follow force, well you can use another simple technique where particles are emitted of an animated object on a path.
-Redshift render was used with a proper material that reads glitter points' color.

Technical Director
Saudi Arabia

Greetings! My name is Alaa Alnahlawi, and I am a seasoned Post Producer / VFX Supervisor from Syria with over a decade of experience spanning multiple graphic design fields. I am passionate about my work, and I have a proven track record of delivering exceptional results that exceed client expectations. I look forward to connecting with fellow professionals and exploring new opportunities in the industry.



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