As I was watching this for the first time, I was thinking the whole time as you are doing your for loop, "What is he doing??? He can just do this in one wrangle node! Ahhhhh!" And then you do it in a wrangle node and I am so relieved haha. Thanks for the tip. Helpful.
Yeah, I'll admit that this quick-tip is a little more rough around the edges than the others. But I guess now you know how to do it multiple ways! haha
you gave an impressive talent calculate here !. I gave the "transforms" many shapes to the spheres, and derived the one I liked the most, because the particles work thanks to SOLVER, and I gave shape it into an orbit idea let it expanded particles up. is a great work thank you !
Wouldn't it be far easier to just set Jitter Birth Time on the POP Source, and then Interpolate Source? That seems to be the exact setting for what you've manually built here.
Well shoot, you're totally right avinashlobo! haha If you go that route, set the jitter birth to positive and the interpolate source 'back' because otherwise you might not be emitting from the actual location of the emitter, but yeah - whoops, that's probably the easiest way to go about it. Thank you for the comment!
Thanks for confirming. I'm brand new to Houdini, just trying to absorb and make sense of the sheer volume of new things to learn. I picked up that tip from the Particles Masterclass video that I barely stumbled through: vimeo.com/81611332 He talks about it around the 53 minute mark. Thank again, and I look forward to more of your excellent content. Cheers.
The P and v attributes need to be interpolated most often. The Jitter on the POP Source is indeed to do this thing. It is truly the easiest way to touch it.
Hi! Thanks for amazing tutorial. I'm kind of new to Houdini. I have a question, when Wrangle is done, where to plug it in? Because when I plug it in POP network, it still gives me stepping effect.(((
Yeah, totally - you can just et the jitter birth to positive and the interpolate source to backwards. That method will sometimes break though because it relies on interpolation on "Matched Typology." So it's good to know a few other ways of going about in case you need to troubleshoot that situation.
Hmm I'm not sure about the simulation word thing, but I added a bonus section with this video that goes over some vex. Unfortunately youtube doesn't allow me to replace a video, so I had to upload a brand new one
You are a GOD. Since two semesters I am trying to fix this problem and only just found your video - thank you so much!!
Great tip and great approuch you did comparing it with VEX. Isn't easy VEX, but it's powerful and much faster. Thank you.
fantastic! you should do a full vex class.. love your videos
Thanks Felipe! I plan on it. After I get done with the still life series I'm on right now, I'll probably tackle a few vex courses.
As I was watching this for the first time, I was thinking the whole time as you are doing your for loop, "What is he doing??? He can just do this in one wrangle node! Ahhhhh!" And then you do it in a wrangle node and I am so relieved haha. Thanks for the tip. Helpful.
Yeah, I'll admit that this quick-tip is a little more rough around the edges than the others. But I guess now you know how to do it multiple ways! haha
you gave an impressive talent calculate here !.
I gave the "transforms" many shapes to the spheres, and derived the one I liked the most, because the particles work thanks to SOLVER, and I gave shape it into an orbit idea let it expanded particles up. is a great work thank you !
Thank you for following along Alfredo! I'm glad you enjoyed it
I leave here my derivation, you really did a awesome work, thanks again Tyler !
vimeo.com/310491067
Awesome video, thank you so much
Thank You very much, Tyler!
this is awesome!
Wouldn't it be far easier to just set Jitter Birth Time on the POP Source, and then Interpolate Source? That seems to be the exact setting for what you've manually built here.
Well shoot, you're totally right avinashlobo! haha If you go that route, set the jitter birth to positive and the interpolate source 'back' because otherwise you might not be emitting from the actual location of the emitter, but yeah - whoops, that's probably the easiest way to go about it. Thank you for the comment!
Thanks for confirming. I'm brand new to Houdini, just trying to absorb and make sense of the sheer volume of new things to learn. I picked up that tip from the Particles Masterclass video that I barely stumbled through: vimeo.com/81611332
He talks about it around the 53 minute mark. Thank again, and I look forward to more of your excellent content. Cheers.
The P and v attributes need to be interpolated most often. The Jitter on the POP Source is indeed to do this thing. It is truly the easiest way to touch it.
@@cgforge haha, you proved again that we can do the same thing in Houdini a million different ways 😄
Hi! Thanks for amazing tutorial. I'm kind of new to Houdini. I have a question, when Wrangle is done, where to plug it in? Because when I plug it in POP network, it still gives me stepping effect.(((
Hey Arsen, try using a point wrangle before the geometry gets plugged into the pop network. I believe that should do the trick.
thank you!
Isn't it same as interpolation? I usually set interpolation to 8-16.
Yeah, totally - you can just et the jitter birth to positive and the interpolate source to backwards. That method will sometimes break though because it relies on interpolation on "Matched Typology." So it's good to know a few other ways of going about in case you need to troubleshoot that situation.
I saw the first video where the "simulation" word in the title disappeared, is that why you took it down and replaced it?
Hmm I'm not sure about the simulation word thing, but I added a bonus section with this video that goes over some vex. Unfortunately youtube doesn't allow me to replace a video, so I had to upload a brand new one
YO! BOSS!