Ad Clicks : Ad Views : Ad Clicks : Ad Views : Ad Clicks : Ad Views : Ad Clicks : Ad Views :
Oh Snap!

It looks like you're using an adblocker. Adblockers make us sad. We use ads to keep our content happy and free. If you like what we are doing please consider supporting us by whitelisting our website. You can report badly-behaved ads by clicking/tapping the nearby 'Advertisement' X text.

Total Destruction vol.5 – Water and Snow

/

Release date:2021, April

Author:David Adan

Skill level:Beginner

Language:English

Exercise files:Yes

Course Description
In this online course, you will go beyond the basics of using Houdini’s Flip solver to create not only very common water simulations like waterfalls, splashes and oceans, but you will also learn to use it in more creative ways, as in magic effects or snow and dust type effects, while working on several very detailed tutorials, including a huge building falling into the ocean and producing a huge splash.

Watch the bonus chapter 5 FOR FREE. Find out how to use the Flip solver in a more experimental and fun way, here we will make use of several pop nodes to create an abstract effect that can easily be scaled and combined with other forces and effects to create very interesting visuals.

After watching this tutorial, you can expect to be very comfortable creating water simulations in Houdini 18.5, not only for destruction effects but for almost all purposes. You will have a solid understanding not only of how to use the shelf tools but you will also be able to create your DOP Networks from scratch, and on the way, learn to optimize your files and look out for common pitfalls when creating effects in production.

Watch online or Download for Free

01 Introduction
02 Basic DOP Network setup
03 Sourcing with SOP objects
04 Important Flip properties – Particle motion
05 Adding collision geometry
06 Setting up domain bounds
07 Adding drag with POP nodes
08 Adding initial velocities
09 Fluid Compress and caching
10 Meshing
11 Ocean Source
12 Basic properties and collisions
13 Adding drag and caching
14 Loading in the cache and review results
15 Whitewater workflow
16 Creating an Emit volume from scratch
17 The Whitewater source node
18 Setting up the Whitewater solver
19 The Whitewater States
20 Foam parameters
21 Using simple vex to control certain areas of the simulation
22 Caching the Whitewater
23 What is the Ocean Spectrum
24 Setting up the Ocean Spectrum
25 Wind and Amplitude parameters
26 Masking with volumes
27 Adding variation with Point Instancing
28 Flip abstract effect setup
29 Shapping the effect with a Curve Force
30 Adding color by speed
31 Project overview
32 Final scene overview
33 Prepare collision geometry
34 Setting up a Narrow band domain with the Flat Tank shelf tool
35 Setting up the main Flip simulation
36 Tweaking and Caching the main simulation
37 Review the final simulation
38 Meshing the main simulation
39 Adding detail to the mesh with an Ocean Spectrum
40 Setting up the Whitewater with shelf tools
41 Tweaking the Whitewater simulation
42 Caching the Whitewater
43 Optimize particle cache and visualize Whitewater states
44 Alpha and Density attributes for rendering
45 Setting up the Avalanche simulation
46 Avalanche final tweaks
47 Conclusion
[CG Circuit] Total Destruction vol.5 – Water and Snow_Subtitles.7z


Join us on
  Channel    and      Group

  • Facebook
  • Twitter
  • Google+
  • Linkedin
  • Pinterest

Leave a Comment

Your email address will not be published. Required fields are marked *