Particles Deformation Blur for Houdini (SOP HDA)
Particles Consistent Point Count (Houdini HDA)
Stable particle counts for perfect deformation motion blur
Overview
Randomly emitted particles often break deformation motion blur — giving you jittery, inconsistent results and forcing you to rely on less-accurate velocity blur.
Particles Consistent Point Count solves this by reconstructing a stable, frame-to-frame point count for your cached particle simulations.
With a consistent ID stream, you can now:
Render true deformation blur in Karma, Mantra, or 3rd-party renderers
Create smooth deformation trails without artefacts
Gain precise control over motion blur length and style
Why You Need This
If you’ve ever struggled with noisy, inconsistent blur in particle renders, this HDA is a drop-in fix. Whether it’s for rain, sparks, embers, sand, or custom FX — you’ll get stable IDs and perfect deformation blur every time.
🚀 Key Features
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Consistent Point IDs: Maintain stable topology across the frame range for clean blur.
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Deformation Blur Ready: No more reliance on velocity blur hacks.
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Substep Matching: Match incoming cache frame sampling for maximum accuracy.
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✅ Compatibility & requirements
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Houdini Version 20.5: 20.5.370 & above
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Houdini Version 21: 21.0.440 & above
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License: Houdini Indie & Apprentice Only
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📦 What you get
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1x Black-Boxed HDA – Particles Consistent Point Count
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Example HIP file for quick start
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📥FAQ
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How do I install the tool?
You will get access to a private repo on GitHub within 24 Hours after purchase.
NOTE: The GitHub repo will constantly be updated with new material and an email notification will be sent to users. -
Do I need a GitHub account?
Yes. -
Does this work on fluids or only particles?
It’s designed for particle caches but can be adapted for other point-based sims. -
Is the HDA editable?
No, it’s fully black-boxed to protect the workflow. -
Do I need high substeps?
Substeps should match your incoming cache for best results — defaults are included.
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