From the course: Houdini: Particles
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POP Wind: Noise
- [Instructor] All right, so now I'm gonna add another pop-wind node. And with this one, we're just gonna use the noise in this one. So I'm going to have the amplitude be one, I'm gonna change the pulse length to two to kind of slow the noise down a little bit and bring the roughness down to zero, which will make it sort of just less high frequency. I'm gonna call this noise "pop-wind noise." You know, because theoretically these could be combined and we could do that noise within the noise section down here of this other wind, but I kind of like separating some of this stuff out, because often, we'll bypass one or the other, just to see what is doing what effect. And I kind of like to really segment and silo everything that's happening to the particles into different nodes. You know, if I need to mute something or just trying and figure out what's doing what, nothing gets sort of overwhelming as to what forces are affecting my particles in what way. Okay, so now, I'm gonna rewind…
Practice while you learn with exercise files
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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Cache particles2m 13s
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(Locked)
Process v 14m 57s
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(Locked)
Rotate N and up by v5m 1s
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(Locked)
Process v 22m 22s
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(Locked)
Create pscale3m 22s
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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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