Houdini Deforming Flip
🕑 Added 2020-02-09 13:51:39 +0000 UTCWell if you are looking for the technique behind Spider Man the water rise monster shot then you are in the right place.
I found two ways until now to create this effect, one of them "which I used in this setup" is by using the surfacepressure attribute to control the flip based on it's location in the animated model sdf volume, the other method is by using volumegradient vectors which will read the sdf field from the model and keep the particles tight.
The result will differ from animation to another due to velocity and scale change so I added a drag and a speed limit to tame the particles down, also it's a good practice to raise the simulation substeps abit.
As you can see I also added some bubbles floating inside to make it like a fizzy water.
Rendered using Redshift.
Comments
Thanx for notifying me, I already uploaded another version with notes. The second method which read the mesh sdf data should be wired to the second input of the solver "particle velocity"
Hi, thanks for the file! where should i connect Popvop if i want to use second method? directly into Flip solver or I should use a Sopsolver for that?
Hey Paolo, Did you use your own model or just opened and played my scene because I just opened the file and hit play to double check and everything works as expected. Which version of houdini are you working on, I created it using 18 but I doubt it matters.
Paolo Rava
this is really cool, but the hip file doesn't work as expected. the flip simulation looks doesn't follow the mesh like the video example!!