cmiVFX - Houdini Fluid Dynamic Pipelines
English | .mp4 | h264 1342 kbps | 1280 x 720 25fps | AAC 48kHz stereo | 1h 58m | 2.90 Gb
cmiVFX presents an all-new, production tested, training series on Houdini Fluid tools. This coursework will explore simulating oceans using ocean tools and flip fluids inside Houdini. You will get familiar with the workflow and pipeline of creating a breach effect. (Surface of the water being severed).
Simulating liquids is often considered a daunting task but these lessons will take you through
the journey of understanding liquids from scratch. You will also be familiarized with how to
simulate FLIP elements such as foam and spray. Foam and spray are often excluded from all the
other tutorials you see out there. Here at cmiVFX, we make sure you get the real deal!
This course will give the user a core understanding of Houdini抯 powerful FLIP solver and
Mantra render engine. Lighting plays an important role in any effect shot, therefore later on
in the lessons, this course will explain the concepts of reflection, refraction and environment
lighting with respect to ocean and all the other elements. By the end of this video, you will
have a solid understanding of the FLIP workflow inside Houdini. You will be able to create,
simulate and render your very own oceans quite easily. Special thanks goes to Ankit Pruthi for
his constructive input. He is an FX TD at Rhythm & Hues studios and has worked on various
In this chapter we will talk about project overview and what goals are we going to achieve
throughout the lessons.
Setting Up FLIP
We will set up our FLIP tank and set some basic primitive objects to lay down the foundation of
our simulation. This would be followed by converting the primitive objects to static object so
that they can be a part of the dynamic network. At the end of this chapter, we will take a look
at the sticky parameter of our FLIP tank to create more realistic fluid behaviors.
Getting the perfect collision geometry can be a difficult task especially when the geometry is
as complicated as our spaceship. This chapter will explore the methods of constructing that
perfect collision geometry (using VDB Volumes) needed to get those collisions with the fluid
just about right. This chapter will also walk you through with white water setup so as to
simulate FLIP elements such as foam and spray.
Meshing And Displacements
In this chapter we will see the white water elements in motion which would be followed directly
by getting into the meshing of our base simulation. We will take a look on how to mesh our FLIP
particles using VDB tools and how efficient some VDB operators can be. We will also create some
custom velocity group in order to refine our mesh as per our need. This would be followed by
jumping onto the creation of displacement maps for our ocean which will give our mesh a dynamic
Shading And Rendering
This chapter will explore on how to merge some selected FLIP particles with the foam particles.
We will start with ocean shaders and use environment lighting to finalize it. We will also
discuss about the importance of volumes to create refractions in the final render. Later we
will jump onto creating custom attributes for our foam simulation followed by lighting the
same. We will see how pscale parameter can be crucial when rendering particles.
In this lesson, we will be taking a look at the basic composting network for this kind of
project in Nuke. Remember, basic for some could mean advanced for others, so special attention
was made to keep the compositing principles ambiguous to any type of compositing app.
About the Instructor
Arihant Gupta is a Houdini TD from New Delhi, India. He is an avid Houdini user who specializes
in Effects Animation. He graduated from Bournemouth University, United Kingdom last year in
2013 where he finished his masters in Digital Effects. When he is not on Houdini, he is either
outside playing Tennis or inside playing video games. You can follow him on twitter
@arihantgupta1 and check his other Houdini works at (vimeo.com/arihant).
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