Help with Realistic Fluid-to-Geometry Morph in Houdini

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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!
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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]
Using Houdini Indie 20.5
Windows 11 64GB Ryzen 16 core.
nVidia 3060RTX 12BG RAM.
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For a fluid-to-geometry morph, a solid approach is to run your FLIP splash, convert both the particles and your target shape to VDBs, and then use a VDB morph/interpolate to blend them. Keep the voxel sizes similar, feed some of the FLIP velocities into the VDB to keep the motion natural, and tweak with POP Advect for smoother particle flow. Adding tiny secondary splashes or particles near the morph can make it feel way more alive. Basically, think of it as FLIP + VDB blend + velocity nudges + extra splash details—it’s fiddly but super fun once it clicks!
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