Thank you for this Stormz! A little addition: in the Trail SOP you can change the mode to Connect as Polygons and disable Close Rows. This way the Add SOP is not required
@@InsideTheMindSpace funnily enough just after I wrote this comment and tweaked a few things in the POP Network the Trail SOP went bonkers like here th-cam.com/video/2hkKtms_qqA/w-d-xo.html So I guess having the polys connect by attribute is the safest way.
@@beepboopmachines Thanks for the great tutorial. Just noticed using "Connect as polygons" goes bonkers here as well after they die when I set the "life expectancy" inside the Popnet to less then the default 100, but with the "add" node that works fine somehow.
@@InsideTheMindSpace had the same issue on .640, instead of creating the node ray and object merge within the popnet node, create it outside before Trail node, it worked for me
Hi! Thanks for the amazing tut! i was wondering, i did everything as you described. Set up my render, and from frame to frame it gets slower and slower, once the srtands kick in, dont get me wrong, the frame render time is 15 sec, but the "extracting light objects and extracting proxies" takes up exponentially big time gaps (i dont have any lights, nor proxies in my scene). am i doing something wrong? thannks!
If you are continually spawning particles that is probably why but it shouldn't be a ridiculously long time. The strands are considered proxy geometry. It's loading in everything to your vram which takes time. It has to calculate the strands and how to display them.
@@InsideTheMindSpace that is the problem the loading part takes ages with each frame, however i lent the strands on cylinder accidentaly, swapped back to strands and it seems that its working faster now... also i dropped a clea n node and changed to connecte4d poly, for some reason this was the only mesh where it didnt go babanas as the rest of the guys said... well, it worked, so nevertheless thanks for the quick response!
Hi, I would like to know how I should import and export attributes between the nodes parameters. I already understood the groups 100%, but I don't have the same ability with the attributes. the interesting to my is: "each node has its attributes, up to three or four or more, but I feel dizzy, I don't understand well when change ,import or export them and I need a guide".
This is great, the ray sop does the trick but how to change the speed of the particles after that? None of the pop forces seem to work anymore after the ray sop inside the sop solver.
They should still be working. The ray sop is going to evaluate every frame and stick the particles to the geometry. You can always adjust the sim speed as a last resort
I really liked the Popwind and the Ray inside the popsolver with the object merge, I really didn't know. thanks
Happy to help
That looks pretty interesting. Thanks for sharing. The solver sop in Houdini is simply amazing.
Thank you for this Stormz!
A little addition: in the Trail SOP you can change the mode to Connect as Polygons and disable Close Rows. This way the Add SOP is not required
Thanks for the addition. So easy to miss small things like that but the beauty of Houdini is there are many ways to achieve your goal.
@@InsideTheMindSpace funnily enough just after I wrote this comment and tweaked a few things in the POP Network the Trail SOP went bonkers like here th-cam.com/video/2hkKtms_qqA/w-d-xo.html
So I guess having the polys connect by attribute is the safest way.
@@beepboopmachines Thanks for the great tutorial. Just noticed using "Connect as polygons" goes bonkers here as well after they die when I set the "life expectancy" inside the Popnet to less then the default 100, but with the "add" node that works fine somehow.
very helpful, as always, thx!!!
hi, I have a question it works perfectly but when I use cache node after popnet and then use de trail and add node doesn't work I can't see anything?
Thank you
What if I wanted to add static bubbles inside an animated alembic using pop networks, how could I do it?
And what do I do when I have a animated geometry and the trails compute this deformation
So good Thanks!
This works within the sopsolver but is broken when I step out into the popnet- the sopsolver is ignored. Why is this not working on 19.5.640?
You most likely have something setup incorrectly. This method still works.
@@InsideTheMindSpace had the same issue on .640, instead of creating the node ray and object merge within the popnet node, create it outside before Trail node, it worked for me
Mac or PC to learn stuff in this playlist?
You can do it with either but I personally would recommend PC
Great tutorial! Thank you.
Thanks for the support!
Hi! Thanks for the amazing tut! i was wondering, i did everything as you described. Set up my render, and from frame to frame it gets slower and slower, once the srtands kick in, dont get me wrong, the frame render time is 15 sec, but the "extracting light objects and extracting proxies" takes up exponentially big time gaps (i dont have any lights, nor proxies in my scene). am i doing something wrong? thannks!
If you are continually spawning particles that is probably why but it shouldn't be a ridiculously long time. The strands are considered proxy geometry. It's loading in everything to your vram which takes time. It has to calculate the strands and how to display them.
@@InsideTheMindSpace that is the problem the loading part takes ages with each frame, however i lent the strands on cylinder accidentaly, swapped back to strands and it seems that its working faster now... also i dropped a clea n node and changed to connecte4d poly, for some reason this was the only mesh where it didnt go babanas as the rest of the guys said... well, it worked, so nevertheless thanks for the quick response!
Interesting. Must have been a bug. Glad you got it resolved
Hi, I would like to know how I should import and export attributes between the nodes parameters.
I already understood the groups 100%, but I don't have the same ability with the attributes.
the interesting to my is: "each node has its attributes, up to three or four or more, but I feel dizzy, I don't understand well when change ,import or export them and I need a guide".
I am really not sure what you are asking.
Вот это ты человек вообще, так помог! Спасибо!
This is great, the ray sop does the trick but how to change the speed of the particles after that? None of the pop forces seem to work anymore after the ray sop inside the sop solver.
They should still be working. The ray sop is going to evaluate every frame and stick the particles to the geometry. You can always adjust the sim speed as a last resort
@@InsideTheMindSpace I tried that but in vain. Sim scale doesn’t work as expected for these rayed particles.
Well you can probably use a wrangle to check the velocity and limit it. Not sure how comfortable you are with vex