变化几何体内部的浮动粒子Floating Particles inside of an animated/changing geometry

变化几何体内部的浮动粒子Floating Particles inside of an animated/changing geometry

Find the Houdini project file here: https://gum.co/STUBm

00:00 Intro
00:12 Setting up the animated font
01:59 Setting up the Flip source
04:14 Setting up the Flip simulation
07:21 Setting up the collision in the simulation
10:20 Caching and cleaning up the simulation
15:12 Rendering with Redshift
26:50 Rendering Party 😀
27:07 Final tweaks and conclusion

In this tutorial, we will go through a complete process of seeing how to achieve floating particles inside your animated or changing geometry.

We will start by making an animated text(font) and later will use it as a collider for our floating particles.
After that, we will go through the process of setting up our Flip Fluid simulation and making our particles to float inside the changing text that we made earlier.
In the final chapter, we will take a look at rendering with Redshift. We will start by setting up our material and colors, ‘pscale’ attribute that defines the scale of our particles and finally the lighting.

I hope you found this useful!
If you have any questions or suggestions, feel free to leave it in the comment section.

You can check some of my works here:
https://www.instagram.com/mes_3dcg
https://www.behance.net/MesropHovhannisyan
谷歌翻译:
Find the Houdini project file here: https://gum.co/STUBm

00:00简介
00:12设置动画字体
01:59设置翻转源
04:14设置翻转模拟
07:21在模拟中设置碰撞
10:20缓存和清理模拟
15:12使用Redshift渲染
26:50呈现方:D
27:07最终调整和结论

在本教程中,我们将经历一个完整的过程,以了解如何在动画或变化的几何体中实现浮动粒子。

我们将从制作动画文本(字体)开始,然后将其用作浮动粒子的对撞机。
之后,我们将进行设置翻转流体模拟的过程,并使我们的粒子漂浮在我们之前所做的更改文本中。
在最后一章中,我们将看一下Redshift的渲染。首先,我们将设置材质和颜色,“ pscale”属性,该属性定义了粒子的比例,最后定义了照明。

希望您觉得这有用!
如果您有任何疑问或建议,请随时在评论部分中保留。

您可以在这里查看我的一些作品:
https://www.instagram.com/mes_3dcg
https://www.behance.net/MesropHovhannisyan

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