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Blowing
in the Wind
by Rob Amos

Here's a quick example of how to use particles to create a field
of grass complete with a gentle wind blown effect. The file
has two components: the source geometry and the particle system.
Note: If you're not familiar with the sin() expression take
a look at Anatomy of a Sine Wave Expression in the Houdini User
Guide before proceeding.
Set the Source and Particles
1.Open up the default
Houdini and rename one of the geo objects to grass. This is
where the source geometry will go. Delete the other geo.
2.Enter the grass SOP Editor and place a Grid SOP. Change the
Orientation Plane to ZX Plane. Leave the other parameters at
the default.
3.Now switch to the POPs Editor.
4.Place a source generator POP. Make the Emission Type Points
(ordered) then make the source object grass and the source SOP
grid1. This sets the grid points to be the birth object; the
grid should be visible in the viewport. Under the Birth tab
set the Const. Birth Rate to 3000. Birth rate controls the number
of particles born per second based on a 30fps rate. Since the
source grid has 100 points the result is one particle born per
frame per point. Set the Life Expectancy to 0.5 (seconds). Then,
under the Attributes tab, set the Initial Velocity to Set Initial
Velocity and give it a Y value of 0.5. Finally, make the Variance
0, 0, 0.

5.Playback the animation. The particles should grow straight
up from the grid points until frame 15 when the end particles
die back at the same rate as they are born.
6.The next step is to add some swaying movement. In order to
do this append a Force POP to the source and turn on its Display
and Cook flags. As an experiment enter a force of 2, 0, 0 and
playback the simulation. Remember the simulation needs to be
reset to frame 1 to run correctly. The grass bends but in a
uniform and unnatural way.

7.Still in the Force POP, turn on Expressions and change the
X force from 2 to sin($F*5), then run the simulation. This time
the motion is a more natural sway but it's still uniform and
artificial looking.

8.In order to add some variation you'll need to address each
point. Change the sine expression as follows: sin(($F*5) + ($PT*36)).
The $PT expression offsets the sine motion based on point numbers.
Play back the simulation. There's nothing magical about the
number 36, or any other numbers in this expression, so feel
free to adjust them to taste. For a final look try the following
expression 0.5*sin(($F*5)+($PT*36))+0.25.
Add Geometry
9.The final step in the particle system is to add some geometry
to the particles for rendering. There are many ways to do this
but the simplest is to append a Render POP and make the Particle
Type Render as Lines, set the Particle Size to 0.01. Turn on
the Render and Cook flags on the Render POP. Your POP network
should be as shown.

10.In order to output the particles you'll need to return to
the grass SOP Editor. Do this and start a new network by placing
a POP SOP. Set the Pop network to Popnet1 and Cook POP. Turn
on the Render and Display flags.

11.Return to the Object Editor. Adjust the camera to get a clear
view of the particles and render the result.
12.Some other things you could do; Append a Fractal SOP or Point
SOP to the grid to break up the grass rows, apply a material
to the grass object.
© Side Effects Software
Inc., 1999
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