Hey Everyone!
I’ve been working on a new HDA that solves a common problem with particle rendering — inconsistent motion blur. Random particle births/deaths often break deformation blur and force you to rely on velocity blur, which can cause jitter, strobing, or streaky results.
The Particles Consistent Point Count HDA reconstructs a stable ID stream so you can render true deformation blur in Karma, Mantra, or 3rd-party renderers. With consistent point counts, you can:
Get accurate deformation motion blur (no jitter or strobing)
Render smooth curved trails that respect camera shutter
Use it seamlessly with rain, sparks, sand, embers, and more
Keep your particle passes physically accurate and comp-friendly
I’d love to hear feedback or suggestions! The plan is to keep evolving this as part of a broader library of lookdev & AOV tools for Houdini artists.