Combining Ocean Waves & FLIP Fluids & RBD Interaction. Houdini's Ocean tools doesn’t provide an easy way of simulating collisions with RBD object. In this Tip Video and HIP file, I demonstrate how to create Ocean Waves in a FLIP Fluid simulation and create collisions with RBD objects as well as create custom velocity fields.

Download Tip Video HIP File:  https://www.bubblepins.com/membership/ocean-wave-flip-sim-amp-rbd-collision

The HIP file is password protected, the password is displayed at the end of the Tip Video.

Join the Bubblepins Membership to gain access to exclusive Tip Videos and/or Live Q&A Streams! https://www.youtube.com/channel/UCgSL2gPQragMHtVh3f2YUQA/join

Perk 1: Tips & Tricks 

Perk 2: Live Q&A Streams

Custom Velocity Field for Ocean Wave FLIP Fluid SIM

Feeding in Ocean Waves into a FLIP Fluids simulation allowing collisions to be possible with additional RBD objects. This also makes it possible to create custom velocity fields that can also be fed into the same Ocean Wave FLIP simulation for more interesting results. 

Water Tornado Custom Velocity Field I'll release the HIP file related to the water tornado custom velocity field in a few days to allow everyone a chance to attempt the challenge. I've been thinking of creating a gallery for members to upload their creations. But that's still an impulse idea stage.

Ocean Waves Flip Fluid SIM

Feeding in Ocean Waves into a FLIP Fluids simulation allowing collisions to be possible with additional RBD objects. This also makes it possible to create custom velocity fields that can also be fed into the same Ocean Wave FLIP simulation for more interesting results. 


RBD Colliding with Ocean Wave FLIP Fluid SIM

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.

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