A maze like pattern made by copy stamping 3 different shapes onto a grid.




I used two different but similar game sprites, Mario and Luigi from the original Mario Bros. game. They only differ in color palette. The color attribute is blended down the Y-axis to get a nice gradient as the paper blows away.
With so many stacks of particles, I needed each of the stacks' particles to be grouped from top to bottom at a random rate. The first step was to set an attribute that specifies the "stack number" in SOPs. I set the Alpha ($CA) point attribute equal to the point number ($PT) of the template. That stack number ($CA) is kept after the Copy SOP so that the particles can use it.
Next, in the particle network, I created a random step curve in CHOPs which goes up by increments of 1 at a random rate. I created as many curves as I needed. The names of these curves will correspond to the stack number of the particle.
Finally, by using an expression, I got the particles to group from top to bottom. The modulo operator is very useful. Particles within this group will be effected by the wind and other forces.



Sprite Sheet
Pick out a specific sprite
Houdini Network
VOPSOP Network
16-Bit Sprite
Arcade Size
Guilty Gear vs Street Fighter
In the details view in DOPs, when two objects are colliding with each other, an Impact record will appear on each object involved. It will only appear on the frame where they touch, and will disappear until they interact again.
If you look at one object's Impact record, you can see object ID of the other object involved, the simulation time at which it took place, etc. The main piece of data I used in CHOPs from the record was the flags data, which is just "flagging" that the data exists and is set to a value of zero.
After bringing the raw Impact flags to CHOPs using a Dynamics CHOP, I needed to make some math adjustments and then record the graph.
Then I added a Spring CHOP to it and exported it to the bumpers' scale, ....
and in another branch use a Lag CHOP and bring it to the bumpers' color.
I started with a 4x2 grid, and deleting primitives to create the tetrominos in the game. Each tetromino consists of 4 primitives.