Log into your account to keep track of your progress. You can work through the lessons without logging in but your progress will be lost when you refresh the page.

In this lesson, you will smash a wine glass then slow down time to hold onto the big splash. This effect involves both an RBD simulation for the shattered glass and a fluid simulation for the wine. You will learn how to set up the dynamic network and output the simulations. Visual effect shots often involve a combination of different kinds of dynamic solvers and Houdini’s dynamic network is designed to achieve a unified result with these different solvers.

You will also use a retime node to slow down the simulation when it is at its most explosive then reverse time to return to the starting point. You will then move the simulations into Solaris/LOPS, set up lights and a camera, then render the shot using the Karma renderer.

Research for this lesson by Michael Buckley



Robert Magee is a Senior Product Marketing Manager at SideFX who has been working with Houdini for over 15 years. He has created lots of learning material and demos designed to help artists understand how going procedural with Houdini can benefit their work.

More from Robert Magee


  • Manuel Kotulla 2 weeks, 3 days ago  | 

    Straight to the point and helpfull, thank you!

  • SerjKirchano 1 week, 5 days ago  | 

    awesome course, thanks!

  • johnchen 1 week, 5 days ago  | 

    Hi Robert, thank you for recording,
    could you reupload the project files? they are empty.

  • rmagee 1 week, 4 days ago  | 

    The only file is in the TEX folder - otherwise you will build the project from scratch

  • WalkBoat 1 week, 4 days ago  | 

    Hi!Thanks for the tutorial. I have a question.
    Is the scene unit in meters? So the glass is about six meters high? Does it need to be made in real actual size, and does size and proportion matter?

  • rmagee 1 week, 3 days ago  | 

    Yes it would be more accurate if built to scale. Since this effect is designed to be a bit exaggerated, we could tweak parameters to get the look we wanted without worrying about scale.

  • sICFX 1 week ago  | 

    Hey loved it, made it, check out my version

    • sICFX 1 week ago  | 

      No links eh sidefx? check this out, dribbble-DOT-com-SLASH-shots-SLASH-15118866

  • JordiFernandez 1 day, 21 hours ago  | 

    Hi Robert,

    I enjoyed very much the tutorial, thanks so much, ideal for a newbie as me.

    What I don't get is the bullet in the render, I redid the tutorial from scratch but I don't find the issue. I thought could be a problem with the position information being in the geo node so I tried with a transform node but the same result. It's frustrating as the result of the render is fantastic but the bullet missing is hurting me as I can't see what I'm doing wrong.

    Thanks and kind regards,

  • rmagee 1 day, 21 hours ago  | 

    The bullet must have been there for the sim - did you set up the retime node properly on it? It should only be visible for a few frames then it is out of frame then based on the lesson we remove the return of the bullet in the retime node so it is a one way trip for the bullet - if you want the bullet to come back then don't delete the end keyframes.

  • JordiFernandez 1 day, 19 hours ago  | 

    Thanks Robert,

    Yes, the retime is correct. In the solaris stage I can see the bullet on the floor for the 5 first frames and then it disappears, it should be visible on frame 6 at Y5 just an instant but it's not there. And it's there in the Houdini sim.

    In case you are so kind and I'm not enjoying you I can enclose the hip for your check?

    Thanks so much!

  • JordiFernandez 1 day, 19 hours ago  | 

    In fact in the example of sCIFX you can see the bullet also is not correct

Please log in to leave a comment.