Rising Statue


Title: Statue Rise
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Programs: Houdini
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Modeled: Purchased
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SIM: Houdini
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Lighting: Houdini
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Texture: Houdini
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Rendering: Mantra
Description:
The first attempt at Houdini FLIP fluid, and whitewater within Houdini 18. Found below are the flipbooks of the two sims, a still frame render, and the rendered animation.

Particle Tank Prep

Flip tank settings
Particle Tank Prep

Unwanted particles are grouped by the collision volume and then blasted. This is done to make the SIM more efficient, as well as prevent particles being born inside collision geometry.
Particle Tank Prep

Bounding object to ensure particles don't fall out of sim area.
FLIP Forces

A tube is used to generate particles inside a volume. A Point VOP is used to generate a velocity attribute, utilizing Anti-alias noise. Afterwards the particles are turned into a VDB using VDB from Particles, and then passed into the SIM.
FLIP Forces

Particles used to create the five outer water jets.
FLIP Forces

Particle grouping used for the center boil effect.
FLIP SIM

FLIP SIM settings for the solver and individual forces.
FLIP Export

FLIP surfacing and peak node to refine shape further.
Core Fluid Flipbook
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. Values ranges of "Speed Range", "Vorticity", "Acceleration", and "Curvature"are used to determine the density of the volume.
White Water Prep: Emission

White Water Prep: Curvature

White Water Prep: Acceleration

White Water Prep: Vorticity

White Water Prep: Extra Volumes

White Water Prep: Output

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 settings.
White Water SIM

White Water sim settings.
White Water SIM

White Water sim settings.
Whitewater Flipbook
The initial outcome of the White Water Sim using a Point VOP to color the particles based on velocity.
Environment Shader

Fluid Core Shader

Foam Shader

Fluid Volume Shader

All Rights Reserved
by Luke Vuilliomenet and their respective owners