Simulating a cube of water?  Or simulating a larger body of water without changing much of that same scene?  That's where the waterline comes in.  I explain the basic concepts of FLIP tank simulations and then dig deeper into the waterline feature.  The waterline can be used to render out an illusion of a larger body of water using that same FLIP tank cube of water.  

Fast and easy!

FLIP Simulation Render Setup

https://youtu.be/kVzaNaiq03w

FLIP Simulation and Infinite Water Flow like Rivers

https://youtu.be/AM5LqXjmKlA

How to Generate Oceans in Houdini for Beginners

https://youtu.be/a0J0sW9uQx0

If you are completely new to Houdini, I have a more beginner course on FLIP Simulations which demonstrate the really basic concepts of FLIP sims in general.

FLIP Simulation for Beginners in Houdini

https://youtu.be/U8U4utWm-k4

CREATED BY

BUBBLEPIN S

Transitioning from a coder to a 3D artist. Houdini was the best option for me after I explored a different number of 3D software applications. I love the procedural workflow in Houdini and how easily accessible the attributes of the geometry are available to the user. This makes it a lot easier to focus on creating a good render and less time wasted on trying to figure out how to access certain geometry points or edges.

More from BubblePin S

COMMENTS

  • funnyfox12 4 years, 3 months ago  | 

    Hello, and thank you so much for the great tutorials, you explain everything really well! I do have one question though - how can I add a glass to this simulation ? I want first to pour water into the glass and then drop a rigid body object into it. Thanks a lot!

    • bubblepins 4 years, 3 months ago  | 

      Thanks for watching!

      I would use flip objects instead of the flip tank to pour water from a glass.
      In two other videos I demonstrate similar concepts:
      https://www.sidefx.com/tutorials/flip-simulation-for-beginners-in-houdini/
      &
      https://www.sidefx.com/tutorials/flip-simulation-collisions-with-complex-geometry-in-houdini/

      But I'll briefly describe the process. I would first create the water in the glass using geometry to represent it. You can take a cube and use a boolean to subtract the glass geometry from the cube so you get geometry to represent the water inside the glass. Then I'll convert the water geometry into actual flip fluid particles which I then feed into a flip simulation (dopnet). You need to set the flip object initial geometry.

      Then animate the glass pouring water. So this means you need a static object (remember to enable deforming geometry option) in the flip sim.

      Next create the container you want the water to land into, remember to add this container geometry as a static object to the flip sim.

      Then you can create other rbd objects, let's say a sphere. There's a few ways you can approach this part, like you can animate the sphere dropping into the container that now has water (if you choose this path, you'll have to add it as a static object into the flip sim, also check the deforming geometry).
      Another different way is to use the multi-solver to combine rbd objects dropping into the container using an external force like gravity. You'll need to merge the flip object and rbd object and plug it into the left plug of the multi-solver and then you need to plug the flip solver and rbd solver into the right input of the multi-solver.

      I haven't made a video about the multi-solver yet, I did make one on flip simulation, which may help you with the pouring water into container part. I hope this helps.

  • funnyfox12 4 years, 3 months ago  | 

    Thanks you for such in depth explanation, I will give it a try :)

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