From the course: Houdini: Particles
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POP Kill
- [Instructor] The final POP nodes we're gonna lay down, we're gonna start with the POP kill nodes. Pull this down, right click POP kill. And we're gonna use this like we have before just to kill anything that may have fallen beneath our visible geometry line. 'Cause we just don't need to worry about any particles that have gone out of frame or out of our scene. So I will hit the P key to pull up parameters, Go to Bounding, go to Enable, click Bounding Object. Click on our little icon here for our SOP Path. And now let me close everything up, go to Ground, and you can see we have this out particle kill null. That was the particle collision geometry that I had manually just shifted down a little bit on the Y for this purpose. So we can bring that in, and you can see we have these overlapping guides for both collision and kill there. Actually for the kill, I'm just gonna turn off the guide. So we don't those overlapping guides, and there you go. So now that POP kill node will delete…
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Contents
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Scene overview1m 1s
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(Locked)
Particle source object overview2m 4s
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(Locked)
Create particle sim1m 17s
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(Locked)
POP Source nodes1m 51s
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(Locked)
POP Wind: Down2m 8s
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(Locked)
POP Wind: Noise1m 36s
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(Locked)
POP Drag: Random1m 40s
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(Locked)
POP Drag: Age1m 33s
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(Locked)
POP Drag: Spin1m 41s
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(Locked)
POP Collision Detect1m 40s
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(Locked)
POP Kill1m 44s
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(Locked)
Cache particles2m 13s
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(Locked)
Process v 14m 57s
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Rotate N and up by v5m 1s
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Process v 22m 22s
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Create pscale3m 22s
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(Locked)
Create instance3m 2s
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(Locked)
Create Cd4m 50s
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Material SOP4m 30s
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(Locked)
Instance node3m 18s
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(Locked)
Final render2m 20s
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