
Explore the flip fluids tool in Houdini, converting objects to fluid and building a flip tank for particle water simulations, including importing, exporting, and rendering interiors.
learn to set up a flip tank and ocean source in houdini, connect the flip solver and velocity fields, and see a sphere collide with water while caching frames.
Master flip fluids 3 by building a particle pool in a DOP network, enabling gravity-driven fluid with a colliding sphere and proper boundary setup for a plane crash simulation.
Explore flip fluids 4 by building a sphere, a ground plane, and a flip object with gravity, a static solver, and particle visualization based on velocity color.
Explore flip fluids in Houdini by learning how to emit particles from a sphere with volume source, and the difference between initial data and volume source, plus shell thickness.
Import the navy plane alembic, merge parts, and unpack to access faces. Make the plane static, then create a flip tank with an ocean source and deforming object animation.
Convert the plane to a VDB from polygons to create a volume collision representation, using distance VDB and volume sample instead of ray intersect for accuracy.
Add velocity to the plane collision with a trail node (compute velocity, central difference) for stronger splashes in Houdini. Increase resolution by lowering particle separation and test flip tank parameters.
Set up four tests to compare simulation parameters in Houdini WaterFX, using a camera preview and an info text node, and place the simulations side by side for particle separation.
Test different particle separation values in Houdini to optimize a 22 million particle simulation, using 0.0485 as the chosen setting, and note viewport performance limits with RAM and GPU.
Compare velocity smoothing values in Houdini's flip solver from 0.05 to 0.3, showing that lower smoothing creates stronger, more dynamic splashes while higher smoothing produces a smoother, less shredded motion.
Test global particle drag in Houdini flip simulations using the pop drag node to apply air resistance and slow splashes with values such as 0.02, 0.03, and 0.04.
Detect droplets in the flip solver by particle density, assign a droplet attribute with thresholds around 0.75 and 1.5, and apply a low air resistance for realistic droplet drag.
Learn to control particle speed in Houdini by using a pop speed limit and maximum speed, then test values and drag to see effects on the plane crash simulation.
Use the narrowband technique in Houdini's flip tank to simulate water depth by focusing particles only where collisions occur, adjustable via bandwidth and water level.
Explore particle reseeding in Houdini's plane crash effect with the narrowband technique, adjusting burst and death thresholds to fill gaps, conserve particle count, and control voxel-based splashes.
Explores flip solver parameters for plane crash water effect, detailing collision detection methods, velocity scale, vorticity, viscosity, and resolution trade-offs between particles and grid, plus substeps for accuracy.
Create an infinite ocean by extruding the flip tank edges and preserving water level with a boundary layer. Tune velocity scale and surface extrapolation to intensify plane crashes and splashes.
Import the explosion geometry, emit points, time-shift the emitter to sync with the plane collision on water, and use point warp with curl noise added to the velocity for realism.
Refine the plane crash water fx by using a point warp to push velocity left and mix with the original velocity, preserving splash detail and separating the explosion.
Cache and export a Houdini water simulation by enabling the explosion after frame 56, importing flip fluid, compressing fluid data, and re-importing into the SOP network.
Create and cache a whitewater source for a splash in Houdini by selecting the fluid, tuning curvature, acceleration, and vorticity, and loading the cached simulation from disk.
Learn how to source whitewater in Houdini by configuring volumes out null, emission source, whitewater scale, voxel size, aging rates for bubbles, foam, and spray; disable OpenCL to avoid crashes.
Explore how to tune whitewater simulation parameters in Houdini, testing fast with a sphere-in-water setup to adjust depth range, buoyancy by depth, clumping, and foam aging.
Enable erosion in the whitewater solver 2, adjust depth range, erosion strength, and preservation strength to shape particle erosion and preservation across dense and sparse regions.
Enable repellents in the Whitewater solver to create cellular foam via repulsive forces between particles, and adjust size, strength, noise, pulse, and seed to shape the foam.
Apply adhesion in WaterFX with depth control to bind particles to the upper surface of the liquid. Adjust distance, surface normal, and velocity angle to shape foam and surface adhesion.
Explore gravity and buoyancy in foam simulations, with buoyancy defaulting to 13.08 and density determining flotation. Adjust advection with base advection strength, depth-based advection, and velocity volume to shape trails.
Refine the whitewater sim by tuning white water scale, voxel size, emission, aging rates, advection, and foam clumping; use state attributes for rendering bubble, foam, and spray.
Export the whitewater simulation by saving the whitewater geometry to disk, selecting the frame range, and applying rasterization settings for render-ready output using the dop io node.
Convert the compressed mesh to vdb with vdb from particle fluid, adjust droplet and influence scales, delete small droplets, then segment by connectivity, combine, and smooth to reveal container thickness.
Explore meshing simulation 2 in Houdini to enhance WaterFX plane crash effect, compute curl and speed, isolate ranges with fit range and volume warp, then refine with VDB smooth masking.
Clip and fill a scaled box to create a centered ring, convert to VDB, and union two volumes to establish straight, seamless ocean boundaries for the WaterFX plane crash simulation.
Convert the volume to a polygon with adaptivity 0.5, cache the mesh to disk to save RAM, isolate the surface, and extrude boundary edges to create an infinite ocean.
Cache the geometry, delete unused groups and attributes, and pack the geometry into a single poly to save memory; transfer velocity and vorticity from unpacked points to the mesh.
This meshing step displaces the plane along its normal to thicken underwater geometry and uses a range to control displacement, then converts to VDB with adaptivity.
Explore how to render and shape ocean surfaces in Houdini using the ocean spectrum and preview nodes, adjusting wind, gravity, resolution, and wave parameters for realistic results.
Explore how to render an ocean in Houdini and build an ocean shader from scratch, using ocean surface, spectra, instancing, and HDRI lighting for realistic waves.
Create an ocean shader in Houdini using the ocean spectrum as displacement. Transform positions from camera space to object space and integrate ocean sample layers for displacement control.
Build a ground shader for the ocean interior in Houdini, enabling background refraction in the mantra node and using vorticity, velocity, and noise-driven coloring.
Refine the ocean shader by masking displacement with velocity and vorticity, using fit range and clamp nodes, inverting the mask to protect non-moving areas, and preview the render.
Learn to render whitewater by converting particles to volumes with a density attribute and volume rasterize from attribute, then shade with a volume shader featuring reflections and limited refractions.
Render whitewater foam with reflections and velocity blur using volume rendering, gradient-based normals from density, and shader space conversion, then plan meshing and motion blur for layered rendering.
Finish the whitewater and foam integration by creating separate mantra nodes for whitewater and the mesh. Use force mate to keep both visible, and tune reflection and refraction limits.
Compare volume rasterization velocity blur with geometry velocity blur for ocean scenes, render whitewater and navy plane with reflections and refractions, and set up compositing passes using a liquid shader.
Finalize the render by exporting extra vorticity and velocity layers as separate geometry, setting per-channel ranges, and outputting EXR sequences with motion blur for easy compositing.
Explore Nuke compositing by using a shuffle node to separate EXR layers (mesh, vorticity, foam), color-correct reflections and refractions, and merge passes for a plane crash.
Learn to use custom forces and velocity fields in Houdini to drive flip fluids, creating spinning vortices and layered bands with two forces for downward spin and bending.
Convert the tube into points, modify velocity to create a center-based vortex with horizontal spin via cross product, and apply fit-range powered scaling for edge decay.
Refine the ocean vortex simulation by shaping a velocity field with noise-driven turbulence, sparse convolution noise, distance-based falloff, and downward bending forces, then integrate it into the dop network.
Explore modulus-based banding in Houdini to modulate velocity, bend water, and create ocean vortex rings for a dynamic WaterFX effect.
Develop look development and basic rendering of water simulations in Houdini, focusing on an ocean vortex with whitewater, ocean surface shading, and rendering with Karma.
Detail water simulations in Houdini by masking areas with a voxel density volume, using volume rasterization of particles and a noise mask to create splashes and detail.
Are you a Houdini beginner? Your knowledge in simulating water in Houdini is so little or you don't even have any, aren't you? Don't you wanna create a simulation like the one in the promo video?
In this course, we will create this simulation and this render!
Now, take a journey through the world of FLIP simulations from zero to hero, we will start with the very basics explaining every parameter. For each parameter we will compare four simulations with four different values to be able to spot the function of the parameter, how it changes the simulation and how to use it to get the look what we want . After we finish the Helicopter crash in the water, we will use advanced techniques to simulate the explosive wave then mixing it with the crash to get this gorgeous result. After you finish this course, you will be able to do your own complex big scale simulation, simulate and control whitewater, and render a marvelous amazing scene that looks very realistic to enhance your showreel!
BIG NOTE: In this course, Houdini 18 is used, but pretty everything in this course can be applied exactly in the same way in Houdini 20!
By the end of this course you will be able to :
- Deal with any kind of flip simulations
- Do your complex high-end big scale sim with secondary whitewater.
- You will learn about every important parameter in the FLIP solver and whitewater solver and see many tests with different values to recognize how each parameter changes the look of the sim.
- You will learn high quality meshing technique to achieve the best look of your sim.
-You will get used to Houdini ocean tools then mix them with your crash effect to make the simulation happen in an infinite ocean.
- You will learn how to render a perfect looking scene in multiple layers (render passes).
- You will learn how to do compositing of your scene, ex...how to merge the render layers and use them to enhance the final outcome of your scene using Nuke.
Total duration: 6:43 Hours
Par 1: Introduction to FLIP Solver
In this chapter we are gonna use the shelf tools for doing simple flip fluid sims of a sphere falling in the water discussing how the pipeline of the fluid sims work in the DOP network and some of the basic parameters in the solver.
Part 2: Simulation On The Run
In this chapter where we will import our animation in Houdini, create our flip tank of the simulation and get everything ready for the sim , then we are going to do a lot of tests on different parameters to reach the result we want.
We are going to tweak our collision and simulation by controlling the powerful parameters of the solver .
Part 3: Whitewater Simulation
It’s time to do a cool whitewater sim to enhance the look of our simulation and to add the beautiful foamy looking to our render.
This will involve a lot of tests of different parameters digging very deep into the different parameters that will help us modify our whitewater simulation.
Part 4: Different Meshing Methods
In this chapter we are going to use a very advanced way to mesh our sim trying our best to conserve the small details.
Part 5: Houdini ocean tools
In this section, we will master Houdini ocean tools and integrate it with our simulation to get a cool final result.
Part 6: Rendering and final compositing
We are going to render the scene for compositing. This chapter will cover the principles of rendering fluid scenes and the management of our render passes to get the full benefit of them. We will begin by adding lights and making shaders, then finally, we are going to render different passes and composite them in Nuke.