Awesome! Been wanting to know how to do this since it has gone viral by Houdini folks. Nice trick with the random effector for filtering down the clones.
Cool technique! This could be an interesting way to add detail to a fluid sim - I'm thinking chocolate chips in ice cream, or maybe even little bubbles inside of honey.
Looks amazing! I'm definitely going to try this. Can you also make the flowers continue to rotate in different directions as they fall down the ramps? Maybe even have them dynamically change their direction?
isn't there a option to track the direction of the particles so they also stick to the floor and roll over the other particles? would be way more dynamic I would guess
Wow, that's a GREAT technique. I couldn't help but do some tests. In xpEmitter, I did (Emit all Frame=OFF, Start Emit=0, End Emit=250). I started a real-time playback. Everything works great. At the end of the emission (T=2500), the Matrix (flowers) continues to descend to the ground. I put the simulation in xpCache. There, there is a problem. At the end of the emission (T=250), the matrix freezes. The particles continue to fall to the ground, but not the matrix (flowers). Hmm! Thanks for this great tutorial.
Hey Bob ... THX for your Top Tip Tuesday ... A real added value for the most powerful particle simulation. A tool that is simply fun to work with...
amazing, thanks so much!
Fun little tut! But there is no need to use the Matrix object at all. Put the plants in a cloner and map the cloner to the XPEmitter. Badaboom!
Awesome! Been wanting to know how to do this since it has gone viral by Houdini folks. Nice trick with the random effector for filtering down the clones.
Fantastic, thank you
Both beautiful and magical. Fantastic effect! Many thanks for sharing!
Cool technique! This could be an interesting way to add detail to a fluid sim - I'm thinking chocolate chips in ice cream, or maybe even little bubbles inside of honey.
Looks amazing! I'm definitely going to try this. Can you also make the flowers continue to rotate in different directions as they fall down the ramps? Maybe even have them dynamically change their direction?
You can do this in different ways, like setting the random effector with a turbulence or animated noise, or using a time effector with a random field
@@rudybertazzo Thank you for following up with me! Definitely something to try.
isn't there a option to track the direction of the particles so they also stick to the floor and roll over the other particles? would be way more dynamic I would guess
@@MagicalMysteryEvent That would be a good idea! A way to imitate dynamics if possible.
Wow, that's a GREAT technique. I couldn't help but do some tests. In xpEmitter, I did (Emit all Frame=OFF, Start Emit=0, End Emit=250). I started a real-time playback. Everything works great. At the end of the emission (T=2500), the Matrix (flowers) continues to descend to the ground. I put the simulation in xpCache. There, there is a problem. At the end of the emission (T=250), the matrix freezes. The particles continue to fall to the ground, but not the matrix (flowers). Hmm! Thanks for this great tutorial.