Water turbidity , boiling, and churning WIP

   2446   1   0
User Avatar
Member
436 posts
Joined: July 2005
Offline
A sim and look dev of boiling , churning water , with moderate turbidity.

GL Flipbook of surface mesh
https://www.youtube.com/watch?v=ypsxzVJy_9M [www.youtube.com]

Base look and color.
https://www.youtube.com/watch?v=eCQqGti2kY8 [www.youtube.com]

Simulation is a FLIP DOP with narrow band option. Vorticity attribute is driving the foaminess amount. Velocity attribute drives motion blur. The scene is lit with single HDR IBL, and one parallel source as sunlight.
I get that the preferred way of doing foam is to sample them from simulated core, then render those particles as points. Which I may do on subsequent versions. However hooking up vorticity to diffuse and color channels of shader, is not a bad way to get decent results without having to do another sim. Even though foam particles are not really simulated, but are sampled from core and get their velocity from it.
Everything was done in Houdini, and rendered in Mantra. Camera has filmback of ARRI Alexa. Rendered at 2048 X 871. 35mm with 2:351 aspect. Full 32 float EXR with autocrop. About 10 minutes per frame. Scene and sim are at 60FPS.
List of elements to add;
Steam rising from hot liquid.

Sim cook time. 1 minute per frame for 600 frames
Surfacing time. Between 1.5 and 2 minutes per frame for 600 frames
Mantra render time. 10-12 minutes per frame for 550 frames.

Cheers and G*d Bless.
User Avatar
Member
1 posts
Joined: July 2019
Offline
Hi Dave,

Could it be that second video is not available anymore?
My work is on http://www.citypixels.be/ [www.citypixels.be]
  • Quick Links