Controlling Number of Particles Emitted from Points

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Hi everybody,

If I have an object that its number of particles vary then How can I have each point emitting only one particle(via pop network)?

Setting impulse activation does the job when the number of points are fixed. What should I do for the case of objects with varying number of points?
Edited by fred_98 - 2024年8月2日 09:12:18
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Try supplying your pre-scattered points to the input, not a surface. Under sources, choose All Points. Your activation will add whatever input count you supply on that frame.
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I am sorry if I did not explain better. I am aware of emitting from points rather than surface but in the hip file I have 100 points and after feeding to pop network I get more than 100 particles.

How can I get exactly 100 particles from this? I mean is it possible to have one particle in frame 1, 2 particles in frame 2 and alike?

Please keep in mind that the points appear gradually and are not fixed in numbers at the beginning.

Attachments:
point_p.hiplc (1.5 MB)

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you are emitting from more and more points every frame
based on your description you likely want to emit just from a single point of your helix per frame

so change your groupexpression1 VEXpression to:
@ptnum==@Frame-1
Edited by tamte - 2024年8月2日 15:28:07
Tomas Slancik
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Method Studios, NY
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Thanks a lot Tomas, It worked.

Is there any other approach to achieve gradual accumulation of points based on their numbers? It is not very straightforward if events happen at later frames and I have to add or subtract to the vex code that you mentioned.

Also can I please ask what to do in order to speed up things? If there are ,e.g., 100 points and I want to reveal them in the span of 10 frames what modification will be the best?
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