Andrei Mikhalenka

in_am_i

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LOCATION
Krakow, Poland
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Houdini Engine

INTERMEDIATE
Environments  | Cloth  | Lighting
BEGINNER
プロシージャルワークフロー  | Digital Assets  | Animation  | Solaris  | Karma  | PDG  | VEX  | Python

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Recent Forum Posts

Karma XPU - particles to uniform volume 2024年7月8日12:37

Hello,
I make water simulation, and have whitewater particles that I want to import on Solaris and render as volumes, I tried to make it a uniform volume and apply corresponding materials, but density value does not work, only color has effect, but not density. Please check the attached scene. How can I control this? And maybe any tips for using volume gradients for reflections of volume?

Restrict POP "shooting" by attribute 2024年6月4日10:10

Tanto
If you have standard gravity and no other force, you could set the initial velocity from your height attribute this way:
v@v = set(0, sqrt(f@height * 9.81 * 2), 0);

(Used this page [www.quora.com])
Thanks. It worked. I just modified it a nit:

// Gravity constant
float g = 9.8;
float h = @height; // height attribute

// Calculate initial velocity
float initial_velocity = sqrt(2 * g * h);

// Set initial velocity
@v = set(0, initial_velocity, 0);

Restrict POP "shooting" by attribute 2024年6月4日6:23

Hello. I working in setup of procedural fountains simulations. And I created point from which I emit particles, and also have attribute that represent height of each shooter, so how I can affect power/velocity of particles emitted, so they shoot only by height set in this this attribute? I have tried to use this attribute as velocity, but only few shooters match and then velocity increased exponentially (screenshot 1).
I'm also tried POP wrangle, where I set force for the particles that hire target value, it's kinda work, but I need to set initial velocity quite high, and when shooter need to be low, it looks very unnatural (screenshot 2), like just particles stopped by force to fall down, not by loosing energy. Any idea how to control this in smart way without loosing realism?