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Flood Water

Title: Flood Water

Programs: Houdini

Modeled: Semi-Procedural Houdini

SIM: Houdini

Lighting: Houdini

Texture: Houdini

Rendering: Mantra

Composite: NukeX

Description:

Using Houdini 18 to design and create an FX for the purpose of CG Integration into a live background plate.

Final Composite
Still Frame
SU20_VFX758_vuilliomenetL_floodingWater_
Background Plate
FLIP Tests
Plate Track
Particle Tank Prep
Collision Objects
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Open VDB objects created based on the tracked environment.

Particle Source
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A particle flip tank is created within a specified region. Particles are then blasted at random using various noise functions.

Particle Velocity
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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.

Finally all this is added to the original AA Flow noise and multiplied by a control variable.

Particle Source Top Animated
FLIP Forces
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All forces

FLIP Forces
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A box is created to define a region, while a mountain node is animated to create an undulating shape. Points are scattered inside the box, and then point vop is used to remove points and create velocity vector.

Finally the points are rasterized using volume rasterize attribute.

FLIP Forces
007_forces_005.JPG

Ground Force

FLIP SIM
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FLIP SIM Network

FLIP SIM Settings
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015_sim_07.JPG
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Core Fluid Mesh

What the Core FLIP fluid looks like after being passed through a Particle Fluid Surface node

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White Water Prep
019_wwSource.JPG

The compressed fluid cache is passed to the White Water Source node to generate the needed volume.

White Water Prep: Emission
020_wwSource_02.JPG
White Water Prep: Curvature
021_wwSource_01.JPG
White Water Prep: Acceleration
022_wwSource_03.JPG
White Water Prep: Vorticity
023_wwSource_04.JPG
White Water Prep: Volumes
024_wwSource_05.JPG
White Water SIM
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POP Drag and POP Wind are used to break up the evenness of the SIM. It was found out that the new "Clump Density" controls in the Foam tab is needed to be either turned off or set to much higher neighborhood values to allow fine detail to persist.

White Water SIM
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White Water SIM
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028_wwSIM_04.JPG
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White Water Flipbook
White Water Render Prep

Group separation and volume creation

030_wwSIM_06.JPG
Wetmap Prep

Create VDBs from the main COL geo. Group and delete to optimize in lower portion. Scatter points onto geometry.

031_wetmap.JPG
Wetmap Solve

Sample fluid volume and create wetmap.

032_wetmap_02.JPG
Fluid Core Shader
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A custom-built shader utilizing vorticity and other custom attributes to create the final oily surface look.

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Fluid Volume Shader
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Foam Shader
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White Water Shader
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Spray Shader
038_shader.JPG
Wetmap
039_shader.JPG
Caustic Shader
040_shader.JPG
Compositing
Concrete/Barricades Shader
Network
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Compositing Breakdown

All Rights Reserved as intellectual property

by Luke Vuilliomenet