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
Still Frame
Background Plate
FLIP Tests
Plate Track
Particle Tank Prep
Collision Objects
Open VDB objects created based on the tracked environment.
Particle Source
A particle flip tank is created within a specified region. Particles are then blasted at random using various noise functions.
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
FLIP Forces
All forces
FLIP Forces
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.
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Finally the points are rasterized using volume rasterize attribute.
FLIP Forces
Ground Force
FLIP SIM
FLIP SIM Network
FLIP SIM Settings
Core Fluid Mesh
What the Core FLIP fluid looks like after being passed through a Particle Fluid Surface node
White Water Prep
The compressed fluid cache is passed to the White Water Source node to generate the needed volume.
White Water Prep: Emission
White Water Prep: Curvature
White Water Prep: Acceleration
White Water Prep: Vorticity
White Water Prep: Volumes
White Water SIM
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
White Water SIM
White Water Flipbook
White Water Render Prep
Group separation and volume creation
Wetmap Prep
Create VDBs from the main COL geo. Group and delete to optimize in lower portion. Scatter points onto geometry.
Wetmap Solve
Sample fluid volume and create wetmap.
Fluid Core Shader
A custom-built shader utilizing vorticity and other custom attributes to create the final oily surface look.