Impact Based Fluid Effects – fxphd
Image Featured Hou280.jpg

This course, taught by Alvin Yap, delves into creating an open ocean simulation in Houdini using Redshift and Basic Compositing in Nuke.

The course begins with a close look at the simulation geometry provided, followed by the tweaks and modifications required to prepare it for ocean simulation. We will cover aspects such as creating suitable subframe data and creating watertight geometry for complex objects.

Next we will look at creating the main simulation using the Flip Flat Tank, using simple but effective techniques to create a realistic water effect. Then we create and adjust an open ocean with the Ocean Spectrum tools and briefly touch Redshift to generate our Open Ocean render with displacements.

The next topic on the list is generating the whitewater elements for the flip simulation in which we look at the whitewater dissolver, and a surprising twist by using the whitewater dissolver only for the foam layer and creating a custom POPs simulation for the spray and bladder elements. When the whitewater elements are ready, we try to create volume from the spray and foam elements.

We then start rendering with Redshift, where we learn how to create materials and optimize them for our final look. Then we jump between Nuke and Houdini and figure out how to create different AOVs, mats, and our own custom AOV to customize specific areas of the composition. Finally, we will look at separating some elements in the rendering to get a defocusing effect without artifacts in Nuke, as well as a quick overview of some quality settings in Redshift.


Please enter your comment!
Please enter your name here