From the course: Houdini: Particles
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Create pscale
Now we're going to build a system that helps us scale our points over time. The Pscale attribute is one that we use in Houdini all the time to control the scale of objects. And we're going to build a Point VOP that allows us to customize our Pscale. What we're going to do is I'm going to lay down a Point VOP. We'll be building a lot of these in this course just to be able to, in a nice visual way, customize attributes. I'm going to call this "create_pscale" and then I make these green in here. And we'll dive into this. Okay. So, now we are in VOP Land. Let me turn off the color. We want to do a few different things. First off, we want to create a ramp that's driven by the red channel of our color data. Because we've created this ramp, you remember, that's black at the beginning of our particle's life and white at the end. So now, we can use that to drive all sorts of other ramps as if it's a Lookup Table. We're going to make a ramp... And what we're going to do is we're going to drag…
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Contents
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Display options2m 16s
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(Locked)
Scene overview2m 32s
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(Locked)
Create particle sim4m 8s
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(Locked)
Modify POP Source node2m 38s
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(Locked)
Add POP Color and POP Wind4m 20s
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(Locked)
Add POP Sprite3m 44s
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(Locked)
Particle result: Cache particles4m 23s
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(Locked)
Create pscale4m 31s
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(Locked)
Create alpha3m 15s
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(Locked)
Create color2m 41s
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(Locked)
Final prep3m 55s
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(Locked)
Shader overview2m 35s
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