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Houdini Glitters

I created this setup in an attempt to replicate what I normally achieve using 3dsmax PFlow, so this setup has the following characteristics:

-Random gravity based on noise pattern (Desney like style).

-At hit trigger, so every time a particle collide you can apply sth in my case I introduced some chaos to the velocity direction and speed.

-Glittery color also base on noise pattern so it looks more natural, you can control the speed and variation.

-Path follow force, well you can use another simple technique where particles are emitted of an animated object on a path.

-Redshift render was used with a proper material that reads glitter points' color.


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