Yes, you'll need to dive into the popfireworks asset. Right click on it and choose Allow Editing of Contents, disable or delete the parts you don't need.
or… just color the particles you need, say, red. Downstream from the popnet added a delete, set to Delete Unselected and put something like $CR == 1 in the expression
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Technical Discussion » Question about fireworks
- AndyW
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Technical Discussion » emit new particles at death
- AndyW
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Thanks for the tip, that worked even though I'm not entirely clear yet on how POP streams work. I basically copied what the Fireworks asset was doing as a pop subnet and tweaked a few things, here's the hip file works very well
Technical Discussion » emit new particles at death
- AndyW
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Can anyone point me to a good technique for spawning new particles at the death of other particles? Imagine a bubble popping and leaving smaller bubbles and mist
Technical Discussion » How to create controlled stream of "energy" like e
- AndyW
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You can get some great effects by advecting huge amounts of particles with pyro sims. Set the point opacity very low so that you get only the areas of accumulation, process in comp with gamma adjustments and glow. As was mentioned, delayed load is the way to go for rendering
Technical Discussion » Best way to pull water to one spot.
- AndyW
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You might also set up some geometry to use as a velocity source. Angle the normals in the direction you want the fluid to travel, feed that into a Fluid Source op, in the Velocity Volumes tab set the source attribute to N. In your DOP network bring that in as a source volume and plug it into the volume velocity input of your flip solver
Technical Discussion » connect volume of points to create grid
- AndyW
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Houdini Indie and Apprentice » license renewal question
- AndyW
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Houdini Indie and Apprentice » license renewal question
- AndyW
- 337 posts
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My Indie license expired in December, I'm trying to find info on how to renew it, or do I just buy a new license? Or is that the same thing? Thanks!
Technical Discussion » connect volume of points to create grid
- AndyW
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I'm curious if anyone has a good technique to connect points to create a three dimensional square or triangular grid. I'm getting points from volume to get a block of points and since their ordered I'm guessing there's some simple math using modulus expressions to create polylines between them but I'm at a loss
Technical Discussion » Subsurface Scattering - Possible to ignore intersecting geo?
- AndyW
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This may or may not be feasible depending on what you're doing but you could use a VDB from Polygons SOP to combine your spheres, that removes the intersecting areas. Convert back to polygons to render.
That got me thinking there may be a way to calculate the SSS on the combined spheres, cache that out and use it on originals but I'm too new to Mantra to say how you would go about that
That got me thinking there may be a way to calculate the SSS on the combined spheres, cache that out and use it on originals but I'm too new to Mantra to say how you would go about that
Technical Discussion » passing point vop attributes for copy stamping
- AndyW
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Technical Discussion » passing point vop attributes for copy stamping
- AndyW
- 337 posts
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Bear with my folks, I'm using Bind Export in Point Vops to create attributes I want to access for copy stamping. I can see my attribute names and values as point attributes in the geometry spreadsheet, but I haven't found any examples on how to access these for copy stamping. Any help is appreciated
Technical Discussion » How to render over 1 billion particles
- AndyW
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I recently worked on a set of shots advecting well over 800,000,000 particles with flip sims Mantra handled it extremely well, delayed load render is the key. You'll need to cache particles to disk (files will be huge), read them back into a shot setup for lighting and use a delayed load procedural so that they only load at render
Technical Discussion » Helicopter dust method
- AndyW
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You might try something like the file I'm posted for the pop vel field. I'm using a an axis force for the swirl and a pop force for added turbulence. Play with the axis suction and lift speed to get more vertical movement.
Technical Discussion » Helicopter dust method
- AndyW
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https://www.sidefx.com/index.php?option=com_forum&Itemid=172&page=viewtopic&t=42210 [sidefx.com]
how to make a pop vel field, this gentleman was kind enough to post an example file
how to make a pop vel field, this gentleman was kind enough to post an example file
Technical Discussion » Helicopter dust method
- AndyW
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Helicopter dust to me is a lot more swirly, less circular and uniform. You might try using a vortex force with a pop sim to get quick feedback, then create a vel field with those particles to add to your pyro smoke sim.
I've been using pop vel fields more lately in conjunction with fluid sims it's a powerful way to add more control, thanks to this forum which showed me how to go about it
I've been using pop vel fields more lately in conjunction with fluid sims it's a powerful way to add more control, thanks to this forum which showed me how to go about it
Technical Discussion » vector field from pops
- AndyW
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Technical Discussion » vector field from pops
- AndyW
- 337 posts
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I'm sure this has been covered before but I wasn't able to find anything on building a volume vel field from a popnet output, any tips? Thanks!
Technical Discussion » ripple solver wave amplitude
- AndyW
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Technical Discussion » ripple solver wave amplitude
- AndyW
- 337 posts
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I'm trying to get more amplitude in my waves with a ripple solver driven by particles and a bulge SOP. I'd like to be able to adjust the wave amplitude independent of the initial bulge, any tips on how this can be done? Example enclosed
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