From the course: Houdini: Particles
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Add POP Sprite
- [Instructor] Now we're gonna take a look at the proper workflow to set up sprite rendering. So what I'm gonna do first, if I go to my composite view tab here, you can see that we just have a sprite sheet loaded in. And we're actually gonna access it directly in the shader, but I've loaded into the comp contacts here just so we can see the image. It's a six by six, 2k sprite image where we have an animation that's going and looping from the beginning to end. So standard sprite setup. And so we've made that for you, so we can dive right in to actually apply it. So I'm gonna go back to my scene view, just go back to my object level, go into my simulation, and what I'm gonna do is hit tab and type popsprite. Okay, and let's slide that in here. So now if I open this up, we have a few different things. Now, what the popsprite node really just does is it basically just adds a bunch of attributes automatically onto our points for us that enable the sprite rendering. So by default, it's got…
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Contents
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Display options2m 16s
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(Locked)
Scene overview2m 32s
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Create particle sim4m 8s
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Modify POP Source node2m 38s
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Add POP Color and POP Wind4m 20s
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Add POP Sprite3m 44s
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Particle result: Cache particles4m 23s
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Create pscale4m 31s
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Create alpha3m 15s
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Create color2m 41s
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Final prep3m 55s
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Shader overview2m 35s
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