Yi Liang Siew

Yi Liang Siew

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Using a POP network to turn a point cloud into particles Aug. 27, 2015, 2:24 p.m.

Hmm, not sure if it's ok to ask stuff like this but I'll give it a shot…

https://youtu.be/jTbV_zwCm6c?t=5m12s [youtu.be]

So I am trying to re-create that sort of effect, my question is right now I'm using a crazy amount of particles to get the kind of resolution of the skin peeling off that is shown in the video. Also all my particles are affected at the same time by my POP forces, rather than bit-by-bit as the video shows (though I guess I can group them by a fractal texture and then have POP forces affect each group differently to kind of simulate that behaviour better),

I wanted to ask, though how the effect in the video seems to be achieved to have that look of a mesh surface, rather than just individual point particles? Am I mistaken in thinking that it looks like a surface that is fractured (like cloth) and then affected by forces? (It doesn't look like particles to me, but that's the only way I know how to replicate that effect at the moment)

Would anyone more experienced in effects be willing to take a look and offer some hints as to what I should look at doing with my particles, or a totally different workflow?

Using a POP network to turn a point cloud into particles Aug. 27, 2015, 1:22 p.m.

Ah, did not think of that! Works perfectly, thank you very much! I need to get more familiar with Houdini expressions…

Using a POP network to turn a point cloud into particles Aug. 27, 2015, 11:53 a.m.

Hmm, let me see if I can explain differently: I have a point cloud, and I want each point in the point cloud to be treated as an individual particle so that I can affect them with POP force nodes. i.e. blow the points away from the surface of the mesh, for example, or have them vibrate about their positions.

Similar to this effect, but instead, the particles I have already exist as points, if that makes sense.

https://vimeo.com/95644892 [vimeo.com]

I imagined that I would be able to emit a single particle for each point in the point cloud with a specific lifetime, and then affect them that way. However, I can't seem to stop the POP network from constantly emitting particles, as opposed to just emitting one particle for each input point at the start of the simulation.

And yes, the effect behaviour itself I'm trying to achieve is very simple, haha. I'm having trouble figuring it out though, unfortunately.