Daniel Huiting


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Recent Forum Posts

RBD setup - Need blinking firefly material Aug. 21, 2023, 11:02 a.m.

This worked, thanks so much! I tried both options and ended up using Eaniix's setup because I found it easier to art direct the fireflies using the falloff channel. But thank you both so much for taking the time to respond! I have attached a low quality render as an example of the updated setup and the updated project file.

Now I need to figure out how to make the reflections on the glass jar from the fireflies be less distracting, but keep the specular reflections from the rest of the environment on the glass material. Any ideas there?

How to make particles blink in and out at random? Aug. 14, 2023, 7:10 a.m.

I'm trying to do this same thing, did this work? If so, can I see a screenshot of the nodes you used and some settings? I'm trying to do a similar thing but using Octane.

RBD setup - Need blinking firefly material Aug. 11, 2023, 1:57 p.m.

Hi! I have an RBD setup where fireflies need to follow a curve and then all fly into a jar and stay in the jar. I have solved that part, but now I need an emission material (I am using Octane) that can blink on and off in an art-directable way on a per-sphere basis. (I don't want them to blink on and off in unison. It needs to look random.)

So I have 100 spheres following a curve using a curve force in an RBD bullet solver and then they land in a collider jar and fly around. This is already set up, I just need to figure out how to use some attribute to time shift my animated emission material so each connected piece goes off and on at separate times.

I've tried using a "for each connected piece" loop and that gets me a class attribute, but I'm stuck on how to use that within the Octane shader to offset the timing of each piece.

I've attached the file here so you can see what I have so far. Any help would be appreciated!

P.S. There is another post on the Indie forum about this same thing (albeit not in an RBD setup) (https://www.sidefx.com/forum/topic/80769/), but A. I can't figure out how exactly to set up the Cd attribute noise within the Octane shader, and B. I'd really like to figure out the time-shift-per-piece issue for this and future setups.