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Neoblink
I'm learning about particles …these are my best tries…please comment…

http://www.youtube.com/watch?v=FSRV_C4sXjY [youtube.com]

http://www.youtube.com/watch?v=eSpg1ZNPZwo [youtube.com]

The first one i'm learning about point instances….and the other just about fun….

cya
asnowcappedromance
hey i really like both of your videos, nicely done.
could you be so kind to share your hipfiles?
i'd love to know how you shaded the particles, as i'm pretty new to houdini
keep up the great work!

regards,

Manu
Neoblink
i'm glad you like it…. its very simple actually….the second video “alien Plancton” have a pass in composition on Nuke to glow and blur..i forgot to say.

Ill send to you when i got in home…i'm at work now.

regards.
asnowcappedromance
much obliged
since when are you working with Houdini?
Neoblink
Just a few months, since july i think…and you? i'm pretty newbie.
Houdini is my first real investment on 3d….i Work about 5 years with post-production…on a finishing house….And i have a lot to learn yet!
cya!
asnowcappedromance
yaa since 4 months, though i mostly concentrated on the fundamentals and tried to get familiar with expressions since i've never coded before and i love it i have to finish one major project that i'm currently working on with 3ds max and then i will hopefully start my first real houdini project …
Neoblink
Hi my friend,

Here are the hips….hope you enjoy, but it is very, very simple actually.
If you have any considaration please dont hesitate.
cya!
asnowcappedromance
hey thank you very much!
i don't care if it's simple actually, it's nice to have a look at those 2 scenes, especially i like the fact that you used light instancing in the first scene!!
here's what i would do with your alienparticles scene: apply a spring SOP to your particles to get a little deformation to your mesh and use depth of field to render, i bet it would look incredible
well i have something in mind and will build it maybe tomorrow, first i have to sleep a little bit

gn8
Manu
Neoblink
Nice man!!! i Like it….please show me later
regards.
asnowcappedromance
hey man,

i hope you don't mind if i've got some questions to your scene with the glowing spheres?!

a) you put a bezier() expression into your light color parameter.
how does that expression work exactly? if i type bezier() in my lightcolor
parameters, the color stays always the same
b) how did you ensure the color of the light and the color of the
glow material are similar to each other?
( of course you match them to be identical with a ch() expression
but you didn' do this )
c) you turned on “raytraced shadows” in your light. As the particles
are located within the spheres i get a black image. How did you
prevent this?

ahh and a little observation i made: if you would simulate the real geometry (copies that stick already to the POPSOP template), your sphere's wouldn't sink in the ground with half their size

cheers
Manu
Neoblink
I really dont mind….

a) i just animated with autokey on…marking keyframes in 3 points….first - green; mid - red… and blue at last frame. changing colors on color editor….to make a keyframe on color…i gone on parameter “light color” right click on -> channels and keyframes -> set keyframe

b)i dont want makes perfect at this point….just aproximate the colors using my eye …..keyframes are the sames….first - green; mid - red… and blue at last frame.

c)well…each one are a sop object….just make “particles location” hidden….
and i turned on “emission” on glow material…

hope it helps
asnowcappedromance
haha i just got that myself, you keyframe animated the parameters

ok, where can i find this “particle location hidden” ??
Neoblink
ahh and a little observation i made: if you would simulate the real geometry (copies that stick already to the POPSOP template), your sphere's wouldn't sink in the ground with half their size Wink

thanks…but i dont understood what you mean …sorry what you called “stick” :roll:

ok, where can i find this “particle location hidden” ??

just turn the view flag off on node
You build your own “set” or customize mine?
you calculate the particles and spheres on the same object sop? as you say on the observation …right?
asnowcappedromance
the “enable emission” really does the trick, although i didn't find the “hide particle location”

i meant by that:
don't feed the particles directly into the RBD Collision, but the “real geometry” with the spheres copied to the POP SOP template.
So you would take the copy1 SOP and make a fractured object out of it, then simulate! this way your sphere's collide correct with the floor.
understood now?

and .. i just made a new scene and rebuild some of your stuff, that's the only way to see where one makes flaws !!
Neoblink
understood….i calculate using the shelf tool pop-Object…because i had created pop location with the shelf too…you meant to copy direct the spheres to pop template and later use fracture shelf…right? all with the same object sop?
asnowcappedromance
give me one minute and i show you a hip file
asnowcappedromance
that's how you turn the spheres into rbd objects,
it is import to have the partition SOP before you got out with the NULL SOP, because it creates groups based on a rule, and that's what the RBD fractured object is looking for.

there's one problem with the simulation, we have to resolve this buddy
here it is: in the POP SOP i turned on some preroll time, because the particles turn only into mesh and get simulated by frame 0.
somehow we must tell the rbd solver to get all spheres, no matter when they are created ?!
asnowcappedromance
actually my setup is very flawly,
for example the spheres lose their velocity attribute. Even if i apply an attribute transfere to get those point attributes of the particles back to my new created groups, the rbd solver simply ignores it.

it's a shame that i only did a few RBD Collisions yet and thus have little experience
Neoblink
i got this problem too….because of that i used pop-object tool…
then simulation the particles and copy spheres to that is my best result


maybe someone could help us
asnowcappedromance
yeah i hope so!
but i have to hit the bed right now, it's almost 5am in Germany so that's pretty late
wish you the best, lets work on this tomorrow!
good night!
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