The Gnomon Workshop – Introduction to flip fluids in Houdini

The Gnomon Workshop – Introduction to flip fluids in Houdini

Duration 3h 5m Project Files Included MP4

Danny Barnhart cracks open his simulation secrets with a close look at how to create fizzy fluids in Houdini. Using a champagne flute and a bubbly liquid for this beginner- and intermediate-level demonstration, Danny walks through the entire process of simulating a champagne pour, from the initial setup of the fluid emitter to the final lighting and rendering. The workshop aims to familiarize artists with Houdini’s FLIP Solver as well as instructing how to work with particles to create believable motion.
Starting out with Houdini’s Shelf tools, this 3-hour workshop begins with how to create a simple setup of geometry emitting fluid into a glass object before diving into the simulation work. Danny then delves into creating custom attributes in Houdini to replicate the interaction between foams and liquids, and reveals how to use custom attributes to create differentiation in motion between liquid and foam particles as they interact.
Once the main simulation is cached out, the workshop moves into setting up the resulting foam particles for rendering and meshing the liquid simulation. Once the two main elements are set up, Danny walks through creating additional particle simulations for further bubble and fizz elements. When all of the elements are cached out, the training discusses basic lighting and shaders to render out a final simulation in Mantra, the highly advanced renderer included with Houdini.
谷歌翻译:

丹尼·巴恩哈特(Danny Barnhart)仔细研究了如何在Houdini中创建泡沫腾腾的液体,从而破解了他的模拟秘密。在此初学者和中级水平的演示中,使用香槟长笛和起泡的液体,Danny进行了模拟香槟倒入的整个过程,从流体发射器的初始设置到最终的照明和渲染。研讨会的目的是使艺术家熟悉Houdini的FLIP解算器,并指导如何使用粒子来创建逼真的运动。
从Houdini的Shelf工具开始,这个为时3小时的研讨会从如何创建简单的几何图形设置开始,然后将流体注入玻璃物体中,然后再进行仿真工作。然后,Danny致力于在Houdini中创建自定义属性,以复制泡沫和液体之间的相互作用,并揭示了如何使用自定义属性在液体和泡沫粒子相互作用时在运动之间进行区分。
一旦主要的模拟被缓存起来,车间就进入建立最终的泡沫颗粒以渲染和网格化液体模拟的工作。一旦设置了两个主要元素,Danny将逐步创建附加的粒子模拟,以用于进一步的气泡和泡沫元素。缓存完所有元素后,培训将讨论基本的照明和着色器,以在Mantra(Houdini随附的高度先进的渲染器)中渲染最终模拟。

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