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.
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.
Next, I go to my emittergeo and add a mountain and vopsop inside.
I've also adjusted the height of the highest peak of my landscape to make the fluid collision to have more impact.
\\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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