this is a digital asset crafted in a simple yet clever way for sidefx Houdini

SparkX is a Houdini asset that adds electric particle effects to Pyro, bringing powerful energy and excitement to your work, making every project feel more dynamic and alive.

  • Simple UI and workflow
  • Layers Setup support
  • Particle Shape
  • Built-in Electricity Effect
  • Easy Pyro Color
  • Driver Modes
  • Adoption Color
  • Auto Rest Simulation
  • Internal Catching System
  • Smart Visualization
  • capable with DestructionX
  • Input: it’s will take Curve,Mesh or VDB Fluid
  • Mode: live will apply the setting to simulation and catch will read from files simulation
  • Time Scale: will apply to all solvers
  • Substebs: will apply to all solvers expect Electricity
  • Collision: define closed Geometry for better results
  • Catch: this for version and path to store the catch and Auto Catch when enabled when user select catch mode will trigger simulation to catch
  • Every N Frame: it’s will trigger the simulation every N Frame or if you want single frame you can enable the Shot
  • Hit Geometry: it’s will trigger a simulation when input hit the Geometry
  • Attribute: it’s will guide and apply force from this attribute
  • Geometry: will aim towards that Target and Distance will determine how much close the area and var will apply randomness
  • Surface: Will move the simulation along the surface and distance will apply randomness and if input is volume it’s will be pop Advection for particles
  • Behavior: Free will use POP network and Fluid will use Vellum Solver (you can control viscosity and surface tension)
  • Speed: is Multiplier for Velocity
  • Life: Total Age of particles in Seconds
  • Shape Geometry: it’s will copy Geometry to the Particles
  • Pack: Enable Pack for Efficient Copy
  • Angle: Apply randomness to Rotations
  • Size: Apply randomness to pscale
  • Shape Trails: Apply Trail Sop to the particles and Length and noise will control the Generated Line
  • Shape Beam: it’s will simulate magical effect and when particle is dense will apply more light
  • Blurriness: will bring lonely particle together
  • Falloff: ramp threshold for the color
  • Pscale: will control size
  • Behavior: fire will have flame and smoke with density field
  • Voxel size & Particle Scale: Will control the field quality and size
  • Disturbance: will add circle noise
  • Turbulence: will add long wispy like noise
  • Shredding: will add small noise
  • Life: how much field should live in second
  • Speed: basically a velocity multiplier
  • Color Range: max color range field is for visualization purpose
  • Amount: Total Number of Electricity element
  • Growth: Growth speed (zero means no growth)
  • Consistency: how much elements remains in Frame
  • Length & Segments: controlling length and how much point line should have
  • Angle: controls branches angles
  • Thickness & Division: will apply poly wire to line using width attribute
  • Sparks: will add flying lines to the sim using pop network
  • you can control Gravity by add -9.8 to the Y-Axis and apply wind force using Force Parameter and you can add pop force noise using Noise & Noise Scale Parameter and Air Resistance will pop Drag force
  • Mode: Ramp will apply ramp color and Adoption will adopt from in put attribute
  • Ramp: will apply color base on attribute relative to different element
  • Density: basically a multiplier to the color

Tip 2: for rendering the pyro always convert that to VDB and make sure to delete Unnecessary field like vel.* etc. because Karam some time will not render because of this empty field

Tip 3: on particles fluids use reasonable amount of particle less is batter for vellum solver

Simply copy the file into C:Usersyour_user Documentshoudini20.5otls

or Double-click on it