The Mill - Week 3
This week, I will continue exploring the transition effect for our Vespa sequence. For this effect, I decided to render different layers separately for compositing in post-production afterward.
Reference:
Peeling Effect:
I used the Vellum Solver to create the simulation and applied edge fracture to generate piece attributes.
Problem:
At first, I used a Solver to drive a gradient attribute from 0 to 1, which controlled the gradual release of the pin constraints and created the peeling effect over time.
However, I didn’t want the peeling pieces to keep flying forever, so I needed an additional attribute to control and dampen the motion of the flying chips during the simulation.
Solution:
I used Pyro Spread to generate a temperature attribute, allowing the flying chips to gradually shrink as they moved through the air. By setting specific conditions based on the temperature attribute, I controlled the rest length scale attribute using a POP Wrangle to achieve the desired effect.
I used the temperature attribute generated by Pyro Spread to drive the gradient attribute needed later in the simulation.
In the Vellum Solver I use the temperature to control the 'Vellum Constraint stopped'.
To let the flying chips become smaller, I set the condition for restscale by using temperature.
New in Houdini 18: SOPs Pyro Spread
https://www.youtube.com/watch?v=b-DDdGcvBaI
Houdini disintegration animated object using vellum with pyro source spread
https://www.youtube.com/watch?v=2u96nvRFavA
In the every popnet, I use the point VOP to control the color and pscale by age and life
In the every popnet, I use the point VOP to control the color and pscale by age and life
Tutorial: Applied Houdini - Particles I - Particle Fundamentals
Merge different POP sources with similar values to make some detail of the particles.
Tutorial: Production Setup Walkthrough: Color Dust Explosion
In order to let the particle source be random. Every 'Particle Source' I had set the noise on scatter point. Also, using the point Vop to animate(offset) the noise. After the noise I set, I just use delete by expression to remove the black point.
Moreover, sometime I will set the simple condition expression for the 'Impulse Activation'.
Using Pyro to set the inherited velocity, so it will have more realistic particles.
Make the particle for the pyro source, and then use simple vex to remove additional particle.
Smoke:
I use the reference copy and then invert transformation for the Pyro Simulation.
POP Solver
Using this vex could let the particle have the bouncing effect along the point source.
Tutorial: Houdini Tutorial: Wanda's Magic | Part 1 | ERAVFX
In order to visualize the velocity in particle, I use popcolor to achieve it.
Connection for the old Vespa to new Vespa
I use simple Vex and add some noise to the Alpha.
I set the attribute noise attribute (noise), and then make the ramp for the Alpha.
I also set the attribute blur for the position.