In this lesson, you will explore the creation of a waterfall using FLIP Fluids. You will learn how to set up a specialized emitter object which churns up the water before sending it into the simulation. This kind of control is important for getting just the look you want out of a sim. This technique was used to create the waterfall demo introduced during the launch of Houdini 12.

Next, you will learn how to use velocity and surface fields to generate white water and splashes. This will involve understanding how to extract information from the simulation and apply it to a new system. While this section is designed more for Technical Directors, it was developed by an artist who has learned how to get the different parts of Houdini working together.

The completed scene file for this lesson is available using the button at the top right just under the embedded video.

CREATED BY

SCOTT KEATING

Scott Keating is a production specialist at SideFX specializing in the user experience needs of Houdini artists. He is also an award-winning commercial illustrator, designer, and comic-book artist and his work has been published worldwide, in magazines, books, comics, and commercial products.

More from Scott Keating

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