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. if you have pyro change noise parameter in force section to have different result and movement
  • Curve: Will apply Curve force to the simulation using curve option for spline and Radius will determine the curve thickness and Follow scale will apply follow effect and section will attracts simulation to the curve and orbit scale will apply rotation force along the curve , inherited Velocity scale will inherit velocity from input
  • 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 and Animated option will add movement to noises
  • 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 of pscale attribute
  • 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
  • Size: will control size of 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
  • 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 point attribute
  • Ramp: will apply color base on attribute relative to different element
  • Density: basically a multiplier to the color

Note: if you are simulate pyro in Adoption Mode it’s will always set to smoke only and it will have Cd.* fields for you render Engine

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