Friday, March 27, 2015

Day 20 - Flip Fluid & Procedural Animation Text

Flip Fluid

I found this flip fluid tutorial in the houdini website so I decided to give it a try. 
Here's the link:
https://www.sidefx.com/index.php?option=com_content&task=view&id=2157&Itemid=262
Firstly, I started to create out a grid then selecting the primitives, I did some polyextrude. After that, in order to clean up the bottom edges of the landscape that we are using as our base for the water to fall down, I selected the edges and loop it then I'll edit and scale it down. So when the edges are still selected, I'll add in a polycap and make the landscape geo that I created into a static object.


I've also did some changes after I made the landscape geo into a static object by diving into the autodopnetwork and rename the static object as landscape so that it will be clear enough. Then I'll turn on the show collision guide geometry and increase the uniform division to 100. 

Next, I went on to create an emitter for the water fluid using a grid. I'll then select the grid then select the emit particles fluid.



I'll dive into that autodopnetwork and selecting the "flipsolver1", I'll adjust the box till it's only covering the landscape.



I want the fluid to flow down and got deleted, not accumulating particles inside so I'll go to the flipfluidobject > properties > initial data and tick on closed boundaries and uncheck the "+z axis".
Next, I go to my emittergeo and add a mountain and vopsop inside.


In the vopsop, I'll add in this nodes and now, my flip fluid is in this state.


I've also adjusted the height of the highest peak of my landscape to make the fluid collision to have more impact.


After that, I went to export the particles out and isolate the "particles","vel" and "surface". After that I created a vopsop inside the particle_fluid to create the randomness of the particles flowing.


I went back to the particle_fluid and create another delete node, changing the entity > points and operation > delete by expression. Then I'll add in this expression in the filter expression: "$CR<0.8" to see the filtered particles.


I'll create another dopnetwork and add a popobject and a popsolver. Inside the popsolver, I'll add a source and adjust the settings accordingly.


I'll make the landscape into a static object after I go back to the landscape geo and make the visability tab to polycap. I'll then dive back to the spraysim > popsolver > voppop and create out these nodes.


After that, I've also created out another geo for the spray and in it, I've created dopimport and box respectively. So this is the end result of my flip fluid, I'll do a test render out and post here.


This is the directory for my project:
\\MUSHROOMSWISS\test\peishan\flipfluid_files

Procedural Animation Text

Tutorial link: https://vimeo.com/17039552
I found this tutorial in the houdini website too however, I couldn't really follow the tutorial well and I can't find any reference file for that. But throughout this tutorial, I learned a new tool which is "foreach". It looks something like a copy/instance node and it's quite useful. We can duplicate objects using either primitive/points or other options too. 



This is the directory for my project:
\\MUSHROOMSWISS\test\peishan\proceduraltextanimation

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