In this series of tutorials, we will look at creating splashes and foam from a floating ship. Simulation, on the one hand, is rather banal. But it has a number of features. Much depends on the type of ship, the height of the waves, or simply on the director’s vision – “I want a lot of foam and spray flying in all directions.” Even in the same film, in neighboring scenes, you can see that the foam is different in its appearance – it all depends on the angle and distance of the camera, the composition of the picture. That is why it is important to know not only the process of creating foam, but also to control it as we / client need.
In addition, flip simulation itself is quite a resource-intensive process, especially if we are talking about a large distance of movement. Therefore, optimization will also be a significant part of these videos.
And, of course, we will not bypass the new features of Houdini version 19.5 – new possibilities for creating and configuring a container, collisions, camera optimization, upresing already finished simulation, kelvin wakes and much more will be studied in these lessons
Part 1. Basic simulation
1.01. start information
1.02. scene setup
1.03. velocity control
1.04. nose splash
1.05. engine source
1.06. adding waves
1.07. creating mesh
1.08. whitewater
1.09. flip mesh render
1.10. whitewater volume render
1.11. whitewter particle render
1.12. render tweaking
Part 2. Long distance foam
2.01. long distance foam
2.02. foam asset
2.03. render setup
2.04. kelvin wake
Part 3. Upresing simulation
3.01. new houdini 19 setup
3.02. upres simulation
Part 4. Big wave setup
4.01. big wave setup
4.02. mesh render
4.03. foam setup
4.04. flip splash source
4.05. flip splash setup
4.06. flip splash swirl
4.07. splash particles fade
4.08. mist
4.09. final render
Part 5. Compositing
5.01. compositing examples
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