In this Houdini Essential series, we are going to take a look at some advanced Flip Fluid techniques in Houdini to create a large scale water splash.
We will dissect various parameters of the flip solver such as droplets, narrow banding and drag fields to control the scale of our simulation. We will construct custom VDBs of our geometry for accurate collisions. We then will effectively use the new white water system and talk about repellents, erosion, density controls, etc. to control and create our foam elements.
This is followed by taking a look at the meshing workflow where we will use some custom smoothing techniques and talk about flattening our mesh.
This course has been designed for intermediate to advanced Houdini users. Basic knowledge of DOPs and Flip Fluids, in general, is needed even though we will be creating everything from the group up.
Upon finishing this course, an artist will be very familiar with the inner workings of flip solver in Houdini so as to be able to create dramatic whitewater and large scale splash effects with ease.
Chapter 1
- FLIP
- Geo Prep - Taking a look at the various geometries in our scene and understanding the importance of each and every one of them.
- Ocean Source - Setting up our flip tank procedurally at the SOP level.
- DOPNET - Taking a look at some basic flip nodes at the DOP level and setting up our bounds.
- Narrow Band - Setting up Narrow Band to optimize our simulation.
- VDB Collisions - Setting up VDB collisions of our cliff and ship geometries.
- Flip Solver - Taking a look at the various parameters of Flip Solver such as droplets, collision velocity, vorticity, etc.
- Caching - Optimizing and caching our simulation out.
Chapter 2 - WHITEWATER
- Whitewater Source - Setting up our white water source and fields.
- Whitewater DOPNET - Diving inside dopnet and calling in our sources and volumes.
- Whitewater Solver - Discussing the new white water controls such as density, repellents, erosion, etc
- Whitewater Spray - Taking a look at the additional spray sim and optimizing the same.
Chapter 3 - MESHING
- Meshing - Taking our base flip simulation and converting it into geometry.
- Ocean Spectrum - Taking a look at how we can apply ocean spectrum to our mesh geometry and mask it with our velocities.
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