
丹尼·巴恩哈特 (Danny Barnhart) 破解了他的模拟秘密,仔细研究了如何在 Houdini 中创建泡沫流体。在这个初级和中级演示中使用香槟杯和气泡液体,Danny 完成了模拟香槟倾倒的整个过程,从流体发射器的初始设置到最终的照明和渲染。该研讨会旨在让艺术家熟悉 Houdini 的 FLIP Solver,并指导如何使用粒子来创建可信的运动。
从 Houdini 的 Shelf 工具开始,这个 3 小时的研讨会开始于如何在深入模拟工作之前创建一个简单的几何设置,将流体发射到玻璃对象中。然后,Danny 深入研究了在 Houdini 中创建自定义属性以复制泡沫和液体之间的相互作用,并揭示了如何使用自定义属性在液体和泡沫颗粒相互作用时创建它们之间的运动差异。
缓存主模拟后,车间开始设置生成的泡沫粒子,用于渲染和网格化液体模拟。设置好两个主要元素后,Danny 将逐步为更多气泡和嘶嘶声元素创建额外的粒子模拟。当所有元素都被缓存后,培训将讨论基本的照明和着色器,以在 Mantra(Houdini 附带的高度先进的渲染器)中渲染出最终模拟。
Duration 3h 5m Project Files Included MP4
Title: The Gnomon Workshop – Introduction to flip fluids in Houdini
Info:
Danny Barnhart cracks open his simulation secrets with a close look at how to create fizzy fluids in Houdini. Using a champagne flute and a bubbly liquid for this beginner- and intermediate-level demonstration, Danny walks through the entire process of simulating a champagne pour, from the initial setup of the fluid emitter to the final lighting and rendering. The workshop aims to familiarize artists with Houdini’s FLIP Solver as well as instructing how to work with particles to create believable motion.
Starting out with Houdini’s Shelf tools, this 3-hour workshop begins with how to create a simple setup of geometry emitting fluid into a glass object before diving into the simulation work. Danny then delves into creating custom attributes in Houdini to replicate the interaction between foams and liquids, and reveals how to use custom attributes to create differentiation in motion between liquid and foam particles as they interact.
Once the main simulation is cached out, the workshop moves into setting up the resulting foam particles for rendering and meshing the liquid simulation. Once the two main elements are set up, Danny walks through creating additional particle simulations for further bubble and fizz elements. When all of the elements are cached out, the training discusses basic lighting and shaders to render out a final simulation in Mantra, the highly advanced renderer included with Houdini.
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