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Particles

  • for particles way better to use $ID compared to $PT

  • impuls activation is per frame while constant activation is per second

  • hysical tab of particles has temperature parameter

  • display particles as pixels rather than points

  • birth tab. jitter birth time>negative. interpolate to back. its a bit of an intensive operation though

  • pop steer seek. more or less like xparticles attrractor or cover modifier

  • $LIFE = 0 – 1 ($AGE/$LIFESPAN)

  • $AGE = age in seconds

  • $LIFESPAN = 2 second

  • if you use pop torque. use also pop drag to control

  • pop stream can create groups of particles from a single stream.

  • pop curve furce > air resistance helps maintain the particles to the curve

  • different masses only takes into account with the air drag present

  • inherit color from a texture for particles can be done outside the dopnet or inside the dopnet

  • rules based group.

  • that is what you usually end up using.

  • pop context uses normalized age. but you cant access it. you need to recreate it

  • fit (age, 0, life, 0, 1)

  • to pop wrangle

  • point velocity node

  • age bage drag

  • @v *= charamp("int",, @bage)

  • attribute emission. need to tick off scale point count by area. otherwise it wont work

  • if you need particles to bounce, you need to use the actual simulation.

  • if not. then just use pop collission detect.

  • life expentancy is in seconds

  • attribute noise but in multiplication.

Ref

  • Houdini 18 rain splashes and streams
  • How to Particles Advection | Redshift Rendering | Houdini tutorial beginner