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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
SU20_VFX758_vuilliomenetL_floodingWater_
Background Plate
FLIP Tests
Plate Track
Particle Tank Prep
Collision Objects
001_simPrepCol.JPG

Open VDB objects created based on the tracked environment.

Particle Source
002_source_v001.JPG

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.

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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
004_forces.JPG

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.

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Finally the points are rasterized using volume rasterize attribute.

FLIP Forces
007_forces_005.JPG

Ground Force

FLIP SIM
009_sim.JPG

FLIP SIM Network

FLIP SIM Settings
010_sim_02.JPG
011_sim_03.JPG
012_sim_04.JPG
013_sim_05.JPG
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015_sim_07.JPG
016_sim_08.JPG
017_sim_09.JPG
Core Fluid Mesh

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

018_mesh.JPG
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
025_wwSIM.JPG

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
026_wwSIM_02.JPG
White Water SIM
027_wwSIM_03.JPG
028_wwSIM_04.JPG
029_wwSIM_05.JPG
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.

034_shader.JPG
Fluid Volume Shader
037_shader.JPG
Foam Shader
035_shader.JPG
White Water Shader
036_shader.JPG
Spray Shader
038_shader.JPG
Wetmap
039_shader.JPG
Caustic Shader
040_shader.JPG
Compositing
Concrete/Barricades Shader
Network
042_nukeScript.JPG
Compositing Breakdown

All Rights Reserved

by Luke Vuilliomenet and their respective owners

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