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    Mastering Waterfx In Houdini: Plane Crash Effect

    Posted By: ELK1nG
    Mastering Waterfx In Houdini: Plane Crash Effect

    Mastering Waterfx In Houdini: Plane Crash Effect
    Published 4/2024
    MP4 | Video: h264, 1920x1080 | Audio: AAC, 44.1 KHz
    Language: English | Size: 6.25 GB | Duration: 6h 39m

    Learn how to create complex water simulations from scratch till final render. You can use Houdini 20.

    What you'll learn

    Learn how to create a complex FLIP fluid water simulation from scratch

    Create the secondary elements like whitewater and mist

    Learn how to integrate Houdini ocean tools and FLIP fluids

    Learn how to mesh the simulation

    Rendering the simulation efficiently

    Requirements

    Beginners who are only comfortable to the basics of Houdini

    Description

    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 HoursPar 1: Introduction to FLIP SolverIn 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 RunIn 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 SimulationIt’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 MethodsIn 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 toolsIn 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 compositingWe 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.

    Overview

    Section 1: Introduction

    Lecture 1 Introduction to FLIP Fluids 1

    Lecture 2 Introduction to FLIP Fluids 2

    Lecture 3 Introduction to FLIP Fluids 3

    Lecture 4 Introduction to FLIP Fluids 4

    Lecture 5 Introduction to FLIP Fluids 5

    Section 2: Creating the water crash simulation

    Lecture 6 Initializing our simulation

    Lecture 7 Adding our plane animation as a collision object 1

    Lecture 8 Adding our plane animation as a collision object 2

    Lecture 9 Preparing the details for simulation tests and comparisons

    Lecture 10 Testing different particle separation values

    Lecture 11 Testing different velocity smoothing values

    Lecture 12 Testing different global particle drag values

    Lecture 13 Adding particle drag for droplets

    Lecture 14 Adding POP speed limit

    Lecture 15 Testing different water levels

    Lecture 16 Particle reseeding

    Lecture 17 FLIP solver parameters 1

    Lecture 18 FLIP solver parameters 2

    Lecture 19 Adding the explosion effect

    Lecture 20 Final touches to the simulation

    Lecture 21 Caching and exporting the simulation

    Section 3: Whitewater Simulation

    Lecture 22 Whitewater sourcing 1

    Lecture 23 Whitewater sourcing 2

    Lecture 24 Whitewater Solver 1

    Lecture 25 Whitewater Solver 2

    Lecture 26 Whitewater Solver 3

    Lecture 27 Whitewater Solver 4

    Lecture 28 Applying on our simulation

    Lecture 29 Refining our whitewater sim

    Lecture 30 Exporting the whitewater simulation

    Section 4: Meshing the simulation

    Lecture 31 Meshing the simulation 1

    Lecture 32 Meshing the simulation 2

    Lecture 33 Meshing the simulation 3

    Lecture 34 Meshing the simulation 4

    Lecture 35 Meshing the simulation 5

    Lecture 36 Meshing the simulation 6

    Section 5: Houdini ocean tools

    Lecture 37 Introduction to Houdini Ocean tools

    Lecture 38 Intro to ocean shader

    Lecture 39 Creating ocean shader for our simulation

    Lecture 40 Creating ocean interior shader

    Lecture 41 Refining our ocean shader

    Section 6: Rendering whitewater

    Lecture 42 Rendering whitewater 1

    Lecture 43 Rendering whitewater 2

    Lecture 44 Rendering whitewater 3

    Lecture 45 Refining our render scene

    Lecture 46 Finalizing our render

    Lecture 47 Compositing in Nuke

    Beginners who want to explore the world of Houdini FLIP fluids and ocean tools