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
  • First Input: It will take Curve, Mesh, or VDB Fluid
  • Second Input: for Collision Geometry
  • 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 except Electricity
  • Catch: This is for the version and path to store the catch and Auto Catch. When enabled, when the user selects catch mode, it will trigger the simulation to catch
  • Every N Frame: It will trigger the simulation every N Frame, or if you want a single frame, you can enable the Shot
  • Hit Geometry: It will trigger a simulation when input hits the Geometry
  • Attribute: It will a float point attribute for generating a certain area
  • Attribute: it’s will guide and apply force from this attribute
  • Geometry: Will aim towards that Target and Distance and will determine how close the area and var will apply randomness
  • Surface: The simulation will move along the surface, and distance will apply randomness. If the input is volume, it will pop Adjuction for particles. If you have Pyro, change the noise parameter in the force section to have different results 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 attract 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 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 the Animated option will add movement to noises
  • Shape Beam: it will simulate a magical effect, and when the particle is dense, it 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 a density field
  • Voxel size & Particle Scale: Will control the field quality and size
  • Disturbance: Will add circle noise
  • Size: controls the size of the 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
  • Mode: Soild will give you a normal geometry and fracture will give you fractured object with constraint
  • Amount: How much (in percent) of point will apply debris to
  • Speed: multiply four of the velocity of input geometry
  • Size: it’s the most apply for Pscale or size
  • Pieces Amount: fracture amount per pieces
  • Constraint Strength: Will control the strengths of network constraint
  • Amount: Total Number of Electricity element
  • Growth: Growth speed (zero means no growth)
  • Consistency: how much elements remain 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 adding -9.8 to the Y-axis and apply wind force using the Force Parameter, and you can add pop force noise using the Noise & Noise Scale Parameter, and Air Resistance will pop Drag force
  • Mode: Ramp will apply ramp color, and Adoption will adopt from in-point attributes
  • Ramp: will apply color based on attribute relative to different element
  • Density: basically a multiplier to the color

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

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

Tip 3: For particle fluids, use a reasonable amount of particles Less is better for vellum solver

Simply copy the file into c:usersmyusernamehoudinixx.xotls

or Double-click on it