Emit Particles based on point ID?

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Hey all,

I have a setup where I need to use particles to go from one shape to another. I am using a fairly simple scatter setup and gradients to drive the transition from one object to another. (from this tutorial https://vimeo.com/112711809) [vimeo.com]

I am then hiding that system, and creating a source particles setup in dop and referencing the points from the first system as the source. Then just adding a pop attract for so they follow. This is the only way I have found to be able to get dynamic particles to transition from one shape to another. By and large, this setup has served me well, but it lacks some control.

The biggest problem I'm having right now is that the dop particles are emitting randomly. Because the pop attract is tying particles to points based on id, I was hoping that I could emit the particles to the position of the points. As it's currently configured, when you hit play the dop particles seek out they're corresponding points. I would like them to just be emitted in the same space and not move until the point moves.

It seems that the old pop network had an option called “Points (ordered)” and that seems like what I'm looking for. But an updated version?

I hope that makes sense. I have posted a file as well so you can dig through. If there's a better way to build this whole thing out, I'm certainly open to that as well. I'm only a couple months into Houdini, so my knowledge is still a bit limited on certain things.

Thanks!
-Brian

Attachments:
particles_help.hiplc (342.4 KB)

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I'm not sure but couldn't you just set the Initial Geometry of the POP Object to the particles_out?
/obj/Points_driver/particles_out
Using Houdini Indie 20.0
Windows 11 64GB Ryzen 16 core.
nVidia 3050RTX 8BG RAM.
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Enivob
I'm not sure but couldn't you just set the Initial Geometry of the POP Object to the particles_out?
/obj/Points_driver/particles_out

Thanks for the reply! That seems to just leave a copy of the points on the sphere.

EDIT: If anyone else has this issue, I was able to solve it by just running the animation long, and letting the simulation run and saving an initial state.
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