[Sidefx-houdini-list] pop surface emission using texture
luca at cinesite.co.uk
Wed Feb 21 12:20:57 EST 2007
thank you it works like a charm!
I'm using a procedural noise and querying the bw colour with the pic
expression in $U and $V coords.
I'll try the simpler noise/turbulence approach for now; thanks anyway
for the tips.
Chip Collier wrote:
> I've done this before (or something close to it) by using COPS. Load your
> texture or generate something in COPS and then use the pic expression in
> one or both of the birth probability fields of the source POP. In mine
> I was
> emitting from Prim (Center) radomnly. Sorry I can't be more specific
> at the
> I'm pretty sure I came across this in OdForce or something. I didn't
> it out on my own. :)
> On 2/21/07, Luca Zappala <luca at cinesite.co.uk> wrote:
>> Hello all,
>> I was wondering how setup a network to emit particles from a surface
>> using a texture (similarly to maya); possibly a 3D procedural texture.
>> Similarly is it possible to use a 3d proc texture to drive a wind force
>> so that I get spacial variations in the force?
>> Thank you for your support
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