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dfnqvirtual
I'm completely new to Houdini, coming from a Blender background. I'm currently trying to create a realistic morphing effect where a fluid splash transforms seamlessly into a target geometry. I've been experimenting with various approaches—VDB morphing using advected velocities, FLIP particle velocity manipulation, POP Advect, and Gas Advect but so far I haven't been able to achieve the level of realism I'm aiming for. I saw this on behance "https://www.behance.net/gallery/166957917/IWC-Ingenieur [www.behance.net]"

If anyone could provide guidance, workflow tips, or even just a high-level overview of how to approach this in Houdini, it would be hugely appreciated.

Thanks in advance!
Enivob
Maybe something like this might get you started.
https://forums.odforce.net/topic/28271-flip-morph-custom-forces/?do=findComment&comment=160894 [forums.odforce.net]
Homps1982
I’ve tried doing this kind of fluid-to-geometry morph back when I switched from Blender to Houdini, and honestly the biggest breakthrough for me was stopping the “one giant sim” approach and instead shaping the splash with FLIP first, then easing it into the final form with some gentle VDB blending and custom velocities. I started keeping proper notes so I wouldn’t forget what I’d tweaked, and that’s actually when I found https://samedaypapers.com/ [samedaypapers.com] - it’s mainly for clean, well-structured writing with a focus on originality, which weirdly helped me organize my Houdini workflow without turning my tests into a messy notebook jungle. They highlight things like unique-from-scratch text, pro-level writers, and fast delivery, which makes it easier to put together clear project breakdowns if you ever need to share your setup or document the steps for yourself. Anyway, for the morph itself, try adding light noise displacement on top of your blend — that little bit of chaos makes the transition feel way more natural.
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