How to Fix Particle Stepping in Houdini

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  • Опубліковано 20 вер 2024

КОМЕНТАРІ • 26

  • @ramcga
    @ramcga 14 днів тому

    Bonus tip rocks!!

  • @litote9
    @litote9 7 місяців тому

    Great tips, much appreciated

  • @resilientpicture
    @resilientpicture Рік тому +1

    Nice one, thank you

  • @SebastienProduction1
    @SebastienProduction1 Рік тому +1

    Thank you so much !

  • @jianleli9599
    @jianleli9599 2 роки тому +1

    thanks a lot!

  • @jesusnieto2740
    @jesusnieto2740 2 роки тому

    that was a cool bonus tip! thanks.

  • @jaitdp12
    @jaitdp12 3 роки тому +1

    Cool Tut 👏

  • @yonlaycabrera4431
    @yonlaycabrera4431 2 роки тому

    Thanks a lot. Very helpful.

  • @antoniopepe
    @antoniopepe Рік тому

    Super Usefull ! thanks

  • @vinodsoni5435
    @vinodsoni5435 3 роки тому +1

    very nice..

  • @chengkengyee6050
    @chengkengyee6050 3 роки тому +1

    it really help alot !!! THANK YOU

    • @VFXMagics
      @VFXMagics  3 роки тому +1

      You're welcome, glad you liked it!

  • @changechange2175
    @changechange2175 3 роки тому +1

    cool

  • @aminebenafla
    @aminebenafla 2 роки тому +2

    actuly if you go to the birth Tab and change the interpolate source from none to back jitter birth time ON and match to topology you will have the exact same result with no extra

    • @VFXMagics
      @VFXMagics  2 роки тому

      Agreed, However we cannot design source with it, here we can use VOP noise post add and scatter node ( to break those streaks which we mostly get with fast-moving objects)

    • @aminebenafla
      @aminebenafla 2 роки тому

      @@VFXMagics your interpolation post POP with the trail technique can get the exact path by adding number of trails but with cost of pre calculation ahead of the pop meaning in a heavy Geo I think you can deal with a linear interpolation is just a opinion ! and I glad to discuss that ! you meaning moving object in the same time with a active Geo noise deform over time ! i need to check that

    • @VFXMagics
      @VFXMagics  2 роки тому +1

      @@aminebenafla yes I prefer using interpolate source option in most cases, but I wanted to share this technique also for more control, and it's not limited to POP only, It is useful in Pyro sim as well :)

  • @vpnbtr
    @vpnbtr Рік тому +1

    Can't we use id attribute to connect particles in trail node instead of creating class attribute through connectivity? If yes, does it make any difference as compared to what you have done?

    • @VFXMagics
      @VFXMagics  Рік тому +1

      Yes we can use id also, we need to fill current and previous frame gap to avoid stepping

    • @Bolaway
      @Bolaway Рік тому +1

      Just use the jitter mode to back and you can control it using the match topology or match velocity. You will have the same result of the video

  • @seko7788
    @seko7788 Рік тому

    How you created a Null on 11:32 without Tab. Is there a shortcut/script?

    • @VFXMagics
      @VFXMagics  Рік тому +1

      ua-cam.com/users/shorts9hzHuXzJuUE?feature=share

  • @BlueZiFX
    @BlueZiFX 3 роки тому +1

    thanks a lot!