This is a personal FLIP project.
White water was implemented by myself.

As for the shader, I used the water character from the movie "The Chronicles of Narnia 2" as a reference.
This time, volume shader was mainly used, and surface shader was partially used to bring out the specular highlights of the water.

Karma was used for rendering.
After considerable optimization, i was able to keep the rendering time within 30 minutes per frame at Full HD size.
(Threadripper 3970X with 128GB memory)

Since the amount of water data was huge this time, it was divided into multiple FLIP solvers to handle it.

In addition, each velocity field was created to control the movement of the water according to the body part.
Especially for the face, we used curves to control the water to flow along the topology of the face.

To represent water splashes, i used @ballistic and @age attributes in the DOP.
This ensures that for a few frames immediately after the FLIP particles originate from the character's skin,
the FLIP particles are allowed to move freely without being affected by the velocity field of the FLIP.
The number of FLIP particles is approximately 50 million.

Character animations were keyframed in Houdini using KineFX.
Compositing was done in Nuke.

Chiba | Japan



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