In October (2012) I started a workshop at CGSociety to learn the basics of Houdini.
In the fifth week we looked deeper into particle manipulation to create some cool simple effects. As you see, one of those effects is a vortex (aka tornado) effect. The setup starts with a tube to create the shape from which a volume is created. In that volume, points get scattered. With a VOP SOP, the normal information of those points is created and manipulated to get the downward spiraling direction. That normal information is put into a volume to reference from in the PopNet and steer the particles. Those particles also get some noise in a Force POP and get killed once they hit the ground.
The cool thing with setups like this, is that you can put in a different source, leave everything else and you get a whole new variation on your effect. I show this by instead of using the scattered points, I plug in a circle from which the points of the corners are used as the source. (I use cache nodes to quickly switch between the variations, instead of having to sim them during recording).
The boxes that get copied onto the particles receive the normal information for their orientation and get scaled by the length of the particle velocity.
And I suppose those other 2 variation setups kind of speak for themselves :)
This was one of two effects we did that week. You can view the other effect here: vimeo.com/56115821
My current development.
Digital asset for creating production ready animated trees and other plants. A few types of wind (Real time wind system and accurate dynamic wind), many many options to customize plant as you wish. Additional examples of wind animation will be a little later.
Basically, you need only 8 hours to create fully dynamical 3d tree. (2-3 hours for tweak a shape and all other time for dynamic)
Implemented by python, HDK, and a few standard nodes.
- Module system for any kinds of vegetation
- All in one DA
- Maximum flexibility
- Fast internal modules based on HDK ( C++)
- Auto smooth trunks
- Leaves mesh builder
This tutorial covers a basic introduction to particles in Houdini 13.
Topics covered in this video are as follows:
Basics of particle emissions
Emitting particles from Geo and attributes
Adding velocity at Geometry level
Using Vex Expressions
Creating groups and using Wrangle POP
Creating custom turbulence Force using VOPS
Adding color and scale for rendering
Caching particles to disk