Dear Houdini Community,
After procrastinating learning Houdini as an aspiring FX-TD for so long, I finally, thanks heavens, just have to learn it for my next job
So, the task at hand, as a voluntarily participation in a project for the school I just graduated from, is the following:
A flash flood hitting the town of Remagen in Germany after the eruption of a supervolcano in the Eifel region (quite a likely scenario btw - if there will ever be an eruption like this
I have the complete shot supervision and already handed compositing and integration over to completely focus on the actual wave.
Since this is my style of work, I prototyped what I want to come up with in Houdini already in Maya, which I'm much more familiar with.
This is the result with the most satisfying wave so far:
see prototypeWave01.mov
And this is a previs of the actual shot breakdown:
see previsWave01.mov
This was heavily influenced by Tom Kluyskens technique for flooding Isengard in LOTR he talks on the Maya Tutorial DVD “Flow Workflows”, which I adapted to the following:
- Shove a wave geometry through the countryside
- attach to/ emit particles from it
- instance patches to particles with a water sequence mapped onto them
- cleverly give birth to/accelerate/scale/kill the instances and, above all, cycle and offset the sequences accordingly
additionally:
- Instance debris into the mess
Apart from the debris, which I haven't terribly much worked on yet since its possibilties were quite limited in Maya, this proved to be working, so now there are two things to achieve:
- Transfer the whole setup to Houdini
- Improve it
For Improvement, the following things came to my mind:
- More clearly separate the front from the remaining wave -> I'm planning to record new footage showing both white and calmer water in the same sequence, so I hope to get that effect with just the frame offset
- do some interaction as soon as the wave hits the frontmost buildings towards the end -> do some automated collision detection with some proxy geo I have, and emit either lots of spray particles,more sprites or some flip fluids
- use Houdini Ocean Toolkit somehow for nicer animation of water patches and/or give debris more floating feeling
So far I did some tests in Houdini and I'm delighted by particle controllability and animated texture preview performance, which I identified as crucial.
Also, HOT seemed to be quite useful in that context.
I don't know yet about the cycling possibilities and handing particle attributes over to the shader, but I'm really positive that this is much nicer in Houdini than Maya, which was a complete turnoff there, since you basically needed a new shader for each offset sequence (hence the relative conformity so far)
So, I would really like to know from you, dear Houdini community:
1. Does that seem like a sensible approach?
and
2. Do you think this is possible for a complete Houdini noob like me to achieve in 3 weeks, or am I insane?
I decided now the very in the last minute to tap into the knowledge vault around here, although it scares me, since I can only achieve so much in the given time and don't consider myself as a fast learner.
But on the other hand, I thought why not trying this out?
Hopefully, you guys won't be mad at me, if I can't implement or understand everyone's suggestion.
But maybe that might be helpful to someone else sometime, if I document my learning process, and, eventually, to myself, too
cheers
hendrik