Flood Water
Title: Flood Water
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Programs: Houdini
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Modeled: Semi-Procedural Houdini
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SIM: Houdini
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Lighting: Houdini
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Texture: Houdini
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Rendering: Mantra
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Composite: NukeX
Description:
Using Houdini 18 to design and create an FX for the purpose of CG Integration into a live background plate.
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Final Composite

Background Plate

FLIP Tests

Plate Track

Particle Tank Prep
Particle Velocity
AntiAlias Flow noise is generated from time and the position of the particle, which is then added to the desired VEL direction. The noise is then fit between a provided min and max.
Another antialias flow is used to add noise to the X value of a previously calculated centroid of the particle region. These values are then inverted to face inward toward the centroid and multiplied by a control ramp based on the distance from the center. The adjusted noise is then added to the cross product between the Z-axis and the new centroid.
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Finally all this is added to the original AA Flow noise and multiplied by a control variable.

Particle Source Top Animated
White Water Flipbook

Fluid Volume Shader
Foam Shader
White Water Shader
Spray Shader
Wetmap
Caustic Shader
Compositing
Concrete/Barricades Shader
Compositing Breakdown
