Geometry to Milk

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Hello,
I am trying to achieve a similar effect as seen in the attached jpg file. My arm gemoetry is animated.

Last time I did splahes, I prepared the source points with various noises and some modeling to achieve an interesting starting shape and velocity values. Here, the difficulty is to preserve most of the shape and only have certain areas work.

Maybe it doesnt need a sim at all. Extrusion, scattering of spheres to get tendril shapes and vdb smoothing. After that, bring in movement through either noise on the tendrils or even vellum. Ideas?

Thanks a lot,
Oliver

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istockphoto-1046015960-1024x1024.jpg (188.2 KB)

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Check out the Caramel Blast tutorial. It might get you the tendril look.
https://www.sidefx.com/tutorials/caramel-blast-houdini-tutorial-project-files-including-hip/ [www.sidefx.com]
Using Houdini Indie 20.0
Ubuntu 64GB Ryzen 16 core.
nVidia 3050RTX 8BG RAM.
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Hello and thanks for the answer!

I checked out your video and I like the approach but I'm not sure if the look I can achieve with that method is gonna be organic/liquid enough for the client.

I feel like I don't get around simulations.
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I did something when playing with particles - https://www.instagram.com/p/CJibNLDH-O4/ [www.instagram.com]
Adapted from this:
https://www.youtube.com/watch?v=4mPHh-WzGZ4&list=PL0fCQcmH9FnOrcq4nbuUWSI8j_2NuAVpv&index=9 [www.youtube.com]
You might be able to adapt somthing with out having to resort to flip which can get a bit of a rabbit hole of settings.
Love Houdini
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You could also attach some curl noise curves, but I guess it won't look too convincing when animated.
Edited by Konstantin Magnus - Feb. 1, 2022 13:57:25

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curl_milk.jpg (34.6 KB)

https://procegen.konstantinmagnus.de/ [procegen.konstantinmagnus.de]
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Hello Konstantin,
Thanks for the answer. It looks very promising. Maybe as the starting point of a sim.
Could you elaborate a bit on the workflow?
Thanks!
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Hi Oliver,

sure, here is a breakdown:

  1. Cut the arm, polyfill the hole, scatter points.
  2. Trail curves with curl noise and resample.
  3. Replicate random points from the curves.
  4. Remap curveu to pscale, convert to VDB from points.
  5. VDB reshape fluid and combine VDBs.
  6. Blend VDBs using smooth minimum [www.iquilezles.org].

Attachments:
curl_milk_progress.jpg (163.8 KB)

https://procegen.konstantinmagnus.de/ [procegen.konstantinmagnus.de]
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Hello again,
I think I managed to more or less implement your workflow, but my results are much worse than what you showed here. I guess I am just lacking the experience.

I came to a point where I feel that a sculpting workflow maybe wouldnt be so bad in this particular case, but I have even less experience with sculpting.

Then I started playing again with FLIP and I think it's still the way to go, even though it takes a lot of patience to find appropriate values.

I am happy to collect more tips, so if anyone has more ideas or knows how to further improve those mentioned in this post, I would be very happy and thankful.
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Anak_Sulap
I think I managed to more or less implement your workflow, but my results are much worse than what you showed here. I guess I am just lacking the experience.

Hi Anak,

I share the (cleaned-up) file now:
https://procegen.konstantinmagnus.de/liquifying-geometry [procegen.konstantinmagnus.de]

Attachments:
blood_spill.png (604.3 KB)

https://procegen.konstantinmagnus.de/ [procegen.konstantinmagnus.de]
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I've recorded a tutorial on this a while back:
https://www.youtube.com/watch?v=V_m17E8xu90 [www.youtube.com]
https://procegen.konstantinmagnus.de/ [procegen.konstantinmagnus.de]
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