[Sidefx-houdini-list] complex ripple effect

Ben Schrijvers ben.schrijvers at guerrilla-games.com
Tue Nov 7 04:46:40 EST 2006


You could save the particles that hit the surface to a geo file sequence.
And in that sequence the particles should only exist on the frame that they
hit the surface. A collision group would do.

Then in the surface shader you can read in those geo's as a pointcloud.
The distance value to each point will give a nice ramp to put a sine wave


-----Original Message-----
From: sidefx-houdini-list-bounces at sidefx.com
[mailto:sidefx-houdini-list-bounces at sidefx.com] On Behalf Of Adam Pippin
Sent: Tuesday, November 07, 2006 2:52 AM
To: sidefx-houdini-list at sidefx.com
Subject: [Sidefx-houdini-list] complex ripple effect

I am working on a project in which I am trying to create a water splash from
a rock skipping off the water's surface. Currently I am working with a
combination of vex_ripple and surfaces copied to particles. I would like to
know how to get particles (the splash droplets) to create a secondary
ripples over the main ripple from the rock's impact.
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