Flood Water


Title: Flood Water
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Programs: Houdini
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Modeled: Semi-Procedural Houdini
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SIM: Houdini
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Lighting: Houdini
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Texture: Houdini
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Rendering: Mantra
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Composite: NukeX
Description:
Using Houdini 18 to design and create an FX for the purpose of CG Integration into a live background plate.
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Final Composite
Still Frame

Background Plate
FLIP Tests
Plate Track
Particle Tank Prep
Collision Objects

Open VDB objects created based on the tracked environment.
Particle Source

A particle flip tank is created within a specified region. Particles are then blasted at random using various noise functions.
Particle Velocity

AntiAlias Flow noise is generated from time and the position of the particle, which is then added to the desired VEL direction. The noise is then fit between a provided min and max.
Another antialias flow is used to add noise to the X value of a previously calculated centroid of the particle region. These values are then inverted to face inward toward the centroid and multiplied by a control ramp based on the distance from the center. The adjusted noise is then added to the cross product between the Z-axis and the new centroid.
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Finally all this is added to the original AA Flow noise and multiplied by a control variable.
Particle Source Top Animated
FLIP Forces

All forces
FLIP Forces


A box is created to define a region, while a mountain node is animated to create an undulating shape. Points are scattered inside the box, and then point vop is used to remove points and create velocity vector.
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Finally the points are rasterized using volume rasterize attribute.
FLIP Forces

Ground Force
FLIP SIM

FLIP SIM Network
FLIP SIM Settings








Core Fluid Mesh
What the Core FLIP fluid looks like after being passed through a Particle Fluid Surface node

White Water Prep

The compressed fluid cache is passed to the White Water Source node to generate the needed volume.
White Water Prep: Emission

White Water Prep: Curvature

White Water Prep: Acceleration

White Water Prep: Vorticity

White Water Prep: Volumes

White Water SIM

POP Drag and POP Wind are used to break up the evenness of the SIM. It was found out that the new "Clump Density" controls in the Foam tab is needed to be either turned off or set to much higher neighborhood values to allow fine detail to persist.
White Water SIM

White Water SIM



White Water Flipbook
White Water Render Prep
Group separation and volume creation

Wetmap Prep
Create VDBs from the main COL geo. Group and delete to optimize in lower portion. Scatter points onto geometry.

Wetmap Solve
Sample fluid volume and create wetmap.

Fluid Core Shader

A custom-built shader utilizing vorticity and other custom attributes to create the final oily surface look.

Fluid Volume Shader

Foam Shader

White Water Shader

Spray Shader

Wetmap

Caustic Shader

Compositing
Concrete/Barricades Shader
Network

Compositing Breakdown
All Rights Reserved
by Luke Vuilliomenet and their respective owners