Monday, 16 January 2012

day 32

set up the partcile system with At's help because im still unsure about houdini's particle system

okay so what we did was,















create a grid

transform the grid to make it bigger

added a popnet SOP to it for the particles.

in the popnet SOP i added a source node

use first context geometry because the grid is connected to the first part of the popnet.





















i used the constant activation


Stringed it up in the scatter node which will be added








and there you have the points falling down.















to adjust the speed and direction it all depends on the attributes in the source node in the popnet















for the rocks i used a sphere and add a mountain sop on it.












then i adjust the attribute inside to my liking
*this is just for test because i know that Bryan has a Rock generator i can use for the hail stone. Jia Bao also has the rock shader i can use*


COPY NODE




























This is the node i use to create variations to the size and the rotation of the rocks when it falls from the grid.












with the rocks i created i attached them to the copy node as use the points created from popnet as the source
i can create variable under the STAMP channel so that i can alter the copied objects.

What i create:
IMPORTANT: TURN ON STAMP INPUT ELSE IT WONT WORK


Variable : Scale
Value : rand($PT*50)
Explanation : Randomize each point of the template by 50

Then go into the transform node connected to the original object which in my case the 'rock'and type into the corresponding channel box that controls the variable.

Variable : ROTATION
Value: rand($PT*50)*($F)
Explanation: Randomize each point of the template by 50 and at each frame multiply by 1

Then go to the transform node connecting the original object and type in the corresponding channel box that controls the variable




There you have it a basic particle system.

Ill work on the collision part tommorow

Cheers!

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