学习模拟液体的程序方法,无需深入研究 DOP 模拟。本课程将展示粘稠的口水、血迹、地表水滴和流动的河流。
本课程中的所有构建都将完全使用 SOP 节点完成,并将展示使用常见 SOP 节点、图元、曲线、VOP 和 VEX 的各种技术,以便您能够指导您的创作。

第 1 节
血迹
本课程将采用简单的曲线形状,并将其转化为可驱动表面设计和血流本身的复制图案。技术将涉及添加小细节,例如模拟液体表面运动、处理相交的几何表面以及塑造血流路径。
曲线设计和操控
基于曲线设计的地表造型
将流数据添加到曲线
基于流量数据的建筑噪声
处理表面交叉点
设置 Karma 材质、灯光和相机
第 2 节
黏糊糊的口水
生物面部的口水和粘液将是本次课程的重点。技术将包括准备源几何体、构建自定义遮罩、编写一些自定义 VEX 工具来操纵表面上的点、使用随机化、开发噪声控制以及模仿摆动运动。
准备头骨几何形状
设置头骨程序动画
制作定制口罩
构建口腔粘液的程序装置
用艺术指导的流动方向制作随机静态表面粘液
设计悬垂粘液并赋予其生命
设置 Karma 材质、灯光和相机
第 3 节
表面水滴
本课程重点介绍如何制作表面水滴,让水滴以您喜欢的任何方向流动。课程将展示一些微妙的细节,例如水流经过时水滴溶解、水滴变形以模拟重力以及定向表面流动。
准备源几何体
制作发射掩模以限制液滴的位置
负责艺术指导和程序化滴水动画
处理滴水路径中溶解的表面液滴
塑造液滴并处理表面交叉点
设置 Karma 材质、灯光和相机
第四节
河流流量
最后的课程将介绍如何使用自定义曲线塑造河流的流径。技术包括使用噪声添加表面细节、使用 hscript 生成流动动画以及使用程序点生成模拟泡沫。
设计噪声置换模式
建造白水钻机
为所有元素添加流动画
使用 VEX 将白水循环回自身
定义整体路径和形状
设置 Karma 材质、灯光和相机
Houdini School – HS-224 – Liquid SOPs
Info:
Learn procedural ways to mimic liquids without diving into DOP simulations. This class will show slimy drool, bloody trails, surface water droplets, and a flowing river.
All of the builds in this class will be made entirely with SOP nodes, and will showcase various techniques using common SOP nodes, primitives, curves, VOPs, and VEX to allow you to art direct your creation.
Session 1
Blood Trails
This session will take a simple curve shape and turn it into a replicated pattern that will drive the design of a surface, and the blood flow itself. Techniques will involve adding small details like faking liquid surface movement, handling intersecting geometry surfaces, and shaping the blood flow over the traveling path.
Curve design and manipulation
Shaping surface geo-based on curve design
Adding flow data to curves
Building noise based on flow data
Handling surface intersections
Setting up Karma materials, lights, and camera
Session 2
Slimy Drool
Creature facial drool and slime will be the focus of this session. Techniques will include preparing source geometry, building custom masking, writing some custom VEX tools to manipulate points on a surface, using randomization, developing noise controls, and mimicking swinging movement.
Preparing skull geometry
Setting up skull procedural animation
Constructing custom masks
Building the procedural rig for mouth slime
Making random static surface slime with art-directed flow direction
Designing dangling slime and giving it life
Setting up Karma materials, lights, and camera
Session 3
Surface Water Droplets
This session focuses on making surface water droplets with art-directed droplets streaming in any direction you like. Subtle details like dissolving droplets as streams pass by, misshaping droplets to mimic gravity, as well as the directional surface flow will be shown.
Preparing source geometry
Making emission masks to limit droplet placement
Art directing drips and procedurally animating them
Dealing with dissolving surface droplets in drip path
Shaping the droplets and handling surface intersections
Setting up Karma materials, lights, and camera
Session 4
River Flow
This final session will go over using a custom curve to shape a flow path for a river. Techniques will include using noises to add surface details, hscript to generate flowing animation, and using procedural point generation to mimic foam.
Designing noise displacement patterns
Building rig for white water
Adding flow animation to all elements
Using VEX to loop whitewater back on itself
Defining the overall path and shape
Setting up Karma materials, lights, and camera
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