Deborah R. Fowler

Pop Grains — Sprinkles

Posted Dec 28 2023
Keywords: particles, procedural animation, redshift, pop grains, attribute transfer, filecache, attribute delete

Created in Houdini 19.5.303 LC.

See also Peach Powder Puff

Sprinkles

A few issues came up with this one, one was popping behavior (usually lack of substeps but also weight on the clumping was too high). The second was attribute transfer misuse (described below, just because it "works" doesn't mean it is correct — a test render tells all).

Attribute Transfer
Simulation & Caching Notes
Attribute Delete

Good to attribute delete any extraneous attributes before caching (usually I use some variation of * ^P ^age ^life ^id ^orient ^Cd). It won't let you delete P but I keep it there to remind me of the syntax. Life and age can be handy if you are killing particles and want to use @age/@life to get the ratio of how long a particle has lived. That can be used in an opacity value with 1-@age/@life fading the particles out over time. In this example, I was not using this technique but worth noting when determining what attributes to save.

Culling

Culling points outside of the camera frustum can also speed things up. There are examples on my tips and tricks page. Note that on the group node if you float over the "invert" checkbox it is recommended to use invert and .5. I did so and indeed found this to be faster (the other way does work as well but I had never noticed the floating help stating the efficiency). Note that I culled after the color transfer (otherwise I'd get a patch of where the camera frustum had been in my color transfer — makes sense, but test renders are good brain checks).

This one took a few trials to get the initial sim to settle as well as the color transfer and popping that appeared from lack of substeps as well as the incorrect double attribute transfer. Took 3 days to render locally — phew — on to the next one.

Collision objects — If you want your collision object not on at the start frame, you need to set it to the frame in the popnet.
Reminders
  • Cull geometry not in the camera view
  • Delete attributes before caching (saves write time and reduces cache size)
  • Do test frames (trust but verify)
  • Motion blur in Redshift can be adjusted under the Advanced tab with steps, frames and shutter start/end
  • Motion blur (velocity) can also be adjusted after the fact with point wrangle
  • If your collision is not on first frame, set frame in pop
Final Result

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