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Rising Statue

Title: Statue Rise

Programs: Houdini

Modeled: Purchased

SIM: Houdini

Lighting: Houdini

Texture: Houdini

Rendering: Mantra

Description:

The first attempt at Houdini FLIP fluid, and whitewater within Houdini 18. Found below are the flipbooks of the two sims, a still frame render, and the rendered animation.

Test_02.jpg
Particle Tank Prep
flip_initSRC_02.JPG

Flip tank settings

Particle Tank Prep
flip_initSRC_01.JPG

Unwanted particles are grouped by the collision volume and then blasted. This is done to make the SIM more efficient, as well as prevent particles being born inside collision geometry.

Particle Tank Prep
bound_01.JPG

Bounding object to ensure particles don't fall out of sim area.

FLIP Forces
flip_initForces_01.JPG

A tube is used to generate particles inside a volume. A Point VOP is used to generate a velocity attribute, utilizing Anti-alias noise. Afterwards the particles are turned into a VDB using VDB from Particles, and then passed into the SIM.

FLIP Forces
flip_initForces_02.JPG

Particles used to create the five outer water jets.

FLIP Forces
flip_initForces_03.JPG

Particle grouping used for the center boil effect.

FLIP SIM
flip_settings_01.JPG

FLIP SIM settings for the solver and individual forces.

FLIP Export
flip_settings_02.JPG

FLIP surfacing and peak node to refine shape further.

Core Fluid Flipbook

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

White Water Prep
WW_SRC_01.JPG

The compressed fluid cache is passed to the White Water Source node to generate the needed volume. Values ranges of "Speed Range", "Vorticity", "Acceleration", and "Curvature"are used to determine the density of the volume.

White Water Prep: Emission
WW_SRC_02.JPG
White Water Prep: Curvature
WW_SRC_03.JPG
White Water Prep: Acceleration
WW_SRC_04.JPG
White Water Prep: Vorticity
WW_SRC_05.JPG
White Water Prep: Extra Volumes
WW_SRC_06.JPG
White Water Prep: Output
WW_SRC_07.JPG
White Water SIM
WW_SIM_02.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
WW_settings_01.JPG

White Water sim settings.

White Water SIM
WW_settings_02.JPG

White Water sim settings.

White Water SIM
WW_settings_03.JPG

White Water sim settings.

Whitewater Flipbook

The initial outcome of the White Water Sim using a Point VOP to color the particles based on velocity.

Environment Shader
env_tex_01.JPG
Fluid Core Shader
fluidCore_tex_01.JPG
Foam Shader
foam_tex_01.JPG
Fluid Volume Shader
fluidVolume_tex_01.JPG

All Rights Reserved as intellectual property

by Luke Vuilliomenet