Uploaded May 2025 | Updated September 2026, 2 weeks ago
One of my favorite setups in Houdini.
We start with a custom particle simulation that spirals around a character’s limbs using a procedural skeleton built from curves, fully adaptable to any mesh. These curves define the rotation axes for the particles.
That initial sim is then used as the source for a pyro simulation, which drives motion and turbulence. From there, we advect a new particle sim through the pyro field.
Final step is to implement a custom "follow" rule that ensures particles stay bound to the character, preventing them from drifting out of the velocity field and freezing.
Enroll now:
voxyde.com/particle-fx-in-houdini-and-nuke
One of my favorite setups in Houdini.
We start with a custom particle simulation that spirals around a character’s limbs using a procedural skeleton built from curves, fully adaptable to any mesh. These curves define the rotation axes for the particles.
That initial sim is then used as the source for a pyro simulation, which drives motion and turbulence. From there, we advect a new particle sim through the pyro field.
Final step is to implement a custom "follow" rule that ensures particles stay bound to the character, preventing them from drifting out of the velocity field and freezing.
Enroll now:
voxyde.com/particle-fx-in-houdini-and-nuke






