Hi All,
I came across an ad which made me eager to know how it's achieved. It's a shot of a slowly swirlling fluid starts before 058 in http//www.youtube.com/watch?v=_04Xmi0r2EI
I read the tool they used are 3dsMax and RealFlow, and wonder if I can create this in Houdini? Anyone can help point a direction for me to go further? Do I need to use Realflow to acieve this? Any idea or suggestion would be great, thanks!
Sincerely,
David
How to create or sculpt a Swirling Fluid like in this ad?
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- tsaidavid
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- zarti
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hi ,
from what i see , maybe you do not even need any simulation at all :
- generate 3 or 4 or more ( relatively ) dense meshes ( random lines with random points )
- random rotation and random twists / mesh ( on the same axis )
- use particlefluidsurface SOP to generate the final Fluid shape .
.. theoretically
from what i see , maybe you do not even need any simulation at all :
- generate 3 or 4 or more ( relatively ) dense meshes ( random lines with random points )
- random rotation and random twists / mesh ( on the same axis )
- use particlefluidsurface SOP to generate the final Fluid shape .
.. theoretically

except the things that cannot be seen , nothing is like it seems .
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- Sadjad Rabiee
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Maybe you can draw your shapes with hand (Mask Texture BLACK & WHITE ).
Then assign this texture on a grid and generate some scatter points in the WHITE area.
convert scatter points to points cloud and use point cloud radius with turbulence to animate texture over time(growth Texture from specify point).
then render it and use this footage in the composite network for alpha channel to approach this idea
Then assign this texture on a grid and generate some scatter points in the WHITE area.
convert scatter points to points cloud and use point cloud radius with turbulence to animate texture over time(growth Texture from specify point).
then render it and use this footage in the composite network for alpha channel to approach this idea

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