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For over 10 years, we at cmiVFX have been providing valuable lessons in both real-world and experimental techniques that define the very fabric of the Visual Effects Industry. Our training material cannot be found anywhere else because we provide you with knowledge from mentors who have contributed to a number of the world's most famous movies, advertisements, and media. We operate based on your participation. Each and every sale funds new lessons and web development. Come be a part of the vfx community and join with thousands of others who have made cmiVFX their indispensable source for visual effects and computer training. (REGISTER HERE)

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Houdini Advanced FLIP Fluid Systems

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Master Houdinis FLIP solver by making wave simulations with mentor Arihant Gupta from R&H Studios

Tutorial Info

CMIVFX Houdini Fluid Dynamic Pipelines Large Poster
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Duration: 01.58.26

Houdini Fluid Dynamic Pipelines

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's 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 features.


  • CMIVFX Houdini Fluid Dynamic Pipelines
  • CMIVFX Houdini Fluid Dynamic Pipelines
  • CMIVFX Houdini Fluid Dynamic Pipelines
  • CMIVFX Houdini Fluid Dynamic Pipelines
  • CMIVFX Houdini Fluid Dynamic Pipelines
  • CMIVFX Houdini Fluid Dynamic Pipelines
  • CMIVFX Houdini Fluid Dynamic Pipelines
  • CMIVFX Houdini Fluid Dynamic Pipelines
  • CMIVFX Houdini Fluid Dynamic Pipelines

CHAPTER DESCRIPTIONS

Introduction

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.

FLIP Elements

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 look.

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.

Compositing

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). You can find him on LinkedIn here - linkedin.com/in/arihantgupta

Project Contents

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Keywords: Houdini , Flip Fluids , Ocean , Shaders, Compositing, Particles, VFX , realism
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