From the course: Houdini: Particles
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Add POP Advect by Volumes - Houdini Tutorial
From the course: Houdini: Particles
Add POP Advect by Volumes
- [Narrator] Alright, so we've created our volume noise, and now it's time to actually advect our particles by this volume. So I'm gonna turn this off 'cause we don't need to visualize it anymore, I'm gonna go into my PARTICLE_SIM, and under our POP source node, I'm gonna create an advect, popadvectbyvolumes. You type advect and that'll come up. Now let's look at our options here, so I'm gonna drag over our viewport and see what we've got. First, where do we want our velocity source to come from? We want it to be from a SOP, so we have a field to go grab that SOP, so we will go to our volume noise, and grab our OUT_NULL. A bunch of different options here, the main thing we wanna do is just have a VEXpression driving how this affects our points. 'Cause similarly to what we did with the POP wind in the Sprites chapter, we wanna do sort of the same thing here, because when the particles are birthed, we wanna have very little effect of this noise, but then over time, you wanna fade in the…
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Contents
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Scene overview2m 7s
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(Locked)
Create a particle source object1m 6s
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(Locked)
Create particle sim1m 48s
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(Locked)
Modify POP Source node1m 47s
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(Locked)
Create volume noise3m 45s
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(Locked)
Add POP Advect by Volumes3m 41s
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(Locked)
Add POP Color51s
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(Locked)
Particle result: Cache particles3m 2s
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(Locked)
Create trails 16m 42s
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(Locked)
Create trails 24m 53s
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(Locked)
Create color and alpha 14m 18s
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(Locked)
Create color and alpha 23m 42s
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(Locked)
Create pscale2m 32s
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Final prep2m 27s
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(Locked)
Shader overview2m 52s
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