Title: Particle Flow
Texture: Houdini Mantra
An in-depth look at creating more advanced particle sources in Houdini, along with applying various outside forces to create an exciting flow look. To generate the point source that is used in the simulation, a source model was acquired from Benjamin Bardou’s Paris Louvre Museum Scans. Points were scattered along its surface, along with other SOP operators to create visual interest. Multiple spheres are animated and used as selectors for the points on the surface. Finally, the point source is fed into a DOP network to create the sim.