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