RicMiskimmon

RicMiskimmon

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Recent Forum Posts

Hpw to?....re orient particles after a collision event March 25, 2009, 2:17 p.m.

Hi Edward

I was about to post my solution - which was pretty much what you suggested!




Thanks anyway

Hpw to?....re orient particles after a collision event March 25, 2009, 5:58 a.m.

Hi all

i have a simple scene (emitter grid, floor grid and a particle network) - this simple setup creates a flurry of ‘confetti’ like particles using Rotate/Force and an end Collision node - for when the particle hit the floor.
the actual geometry is created using the simple setup ( grid> CopySOP < POPnet )

It looks great apart from when the particles hit the floor - once they collide they are set to ‘stick’ leaving each particle object orientated to its last (rotated) position.

what would be the most efficient (and eloquent) way of re orientating the particles (grid shaped object) so that when they hit the floor they point in the UpVector (0,1,0) direction?

A pre emptive thanks to any kinder helpers!

Generating Debris from custom geometry Jan. 17, 2009, 7:38 a.m.

Hi all

I have a pretty complex piece of geometry setup to smash on impact and intereact with a fluid - its looking great but I am having problems emitting particle Debris using the Debris tool.

I generated my ‘smash’ geometry in an external 3D app as I wanted really specific pieces (could not ‘control’ the Shatter SOP and Cookie Cutter SOP).

My main issue is creating the debris from the fracture/glue object surfaces. I am guessing there is something missing in my understanding (and networks) regarding emission groups?

Can someone help me out?

I have attached a very simple scene containing a pre cut ‘medallion’ shape that drops to the floor and shatters into four chunks. The chunks have different spacing between them to allow for different depths of ‘debris’ particles to be formed…….once I figure out how to form them
:roll:

Any help would be greatly appreciated…sadly due to work commitments I cant sit down on my own for a few days and figure it out on my own :x