Driving Fluid Simulations with Video

Here we learn how to drive Flip fluid simulations with video data in Houdini by utilizing motion vector passes (optical flow) generated from Nuke. This is more or less a description of the technique I explored here: vimeo.com/229933717

This tutorial assumes some working understanding of Houdini 16 and it's interface. Topics covered include a brief talk about attributes, some vex, and some FLIP simulations.


  • tenek 3 years, 8 months ago  | 

    Awesom tutorial.
    One question, how would you render the particles inside the preview of the autodopnetwork ? To keep its inhereting color fromt the attribfrommap ?


  • tenek 3 years, 8 months ago  | 

    Found it out. Sorry for the question :)

    • markfancher 3 years, 8 months ago  | 

      Sorry I meant to get back to you sooner - I have tweaked the hip file a little bit inside the particle_fluid node. The default settings in the particle fluid node don't treat color the same way I did in my example. If you would like to have a look at the file, it can be found here:


      Cheers - and happy creating!

  • weegie_km 3 years, 8 months ago  | 

    Cool tutorial! Would the same workflow work for creating a smoke sim?
    Cheers, Kine

    • markfancher 3 years, 8 months ago  | 

      I believe so, though I haven't tried it yet!

  • amarillomagenta 3 years, 8 months ago  | 

    Thanks Mark. This is Awesome!!
    Now, I am looking for the way to combinate Motion Graphics animation with effects of Houdini. Like the preview example (PRINT PARTY LOOP). Do you have some Tutorial about it?
    Regards friend.

  • Peter T 3 years, 8 months ago  | 

    vary cool technique! thanks for the tutorial!
    How would you go about controlling the amount emitting particles? make the more dense?

    • Peter T 3 years, 8 months ago  | 

      just found the particle separation option :) it think this does the job, unless there is another way?

      • markfancher 3 years, 8 months ago  | 

        You got it! For FLIP simulations, that is the way to go. You can also play with particle radius scale, to get your sims to spread out more if you like. As far as I know, direct control over emission rates is more of a POPs thing, which works with this setup as well!

  • NoJELLYFISH 3 years, 6 months ago  | 

    Hey Mark.

    Cool tutorial... I do however have this problem... when rendering from NUKE I cant seem to get any channel data, other than the RGB, the data simply is´ent there when I import it in Houdini..

    Do you have any idear ?

  • Warren Henning 12 months ago  | 


Please log in to leave a comment.