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TOTAL DURATION: 5h 33m 08s

Learn how to create a detailed fountain simulation with Houdini’s SOP-level FLIP tools.

This simulation requires small details and a high resolution and therefore it may be a challenge to simulate it using a typical computer. To assist with memory management, one solution is to break it down into smaller simulations then re-combine them for the end result.

These tasks introduce you to the SOP-level FLIP tools. Learn how to make wedge tests to explore different settings of the FLIP solver to establish the right look then learn about the inner workings of the surfacing tools to allow you to combine the different FLIP sims. Learn about the new SOP-level Whitewater tools to create bubbles that add further detail to the simulation. Finally, learn how to import all the geometry into Solaris and render using Karma.

A quick overview of all the different parts of this lesson. Take a look at the steps you will be completing as you work through these videos.
Setting up a good source is one of the easiest ways to efficiently guide the look of a simulation. Use FLIP SOP tools to set up sources for the fountain simulation. Next, modify the sources and create custom velocities to control the look of the fountain's spout.
Learn how to set up the top half of the fountain. Set up collisions and explore the various parameters that control the look and resolution of the simulation. Finally, set up surfacing and cache out the simulation.
Take a deeper look into sticky collision parameters which are useful for simulating the real effect of water clinging to surfaces at small scales and speed. To automate a series of wedge tests, learn how to use the Procedural Dependency Graph found in TOPS, to run sims and output videos that let you evaluate different settings and make the best choice for your simulation.
Use the results of the wedge tests to adjust the stickiness of the foundation FLIP sim. Once you have the results you want, you can cache out the final result, if you have enough memory to handle the full simulation.
Take the result of the first simulation and manipulate the cache to create a source for the bottom half of the fountain sim so that you can join both simulations together at a later stage. Use what you have learned to create the set up for the bottom half of the simulation. Investigate the relationship between grid scale and substeps and how that can affect the fidelity of the simulation. You can then cache out the results.
Merge the results of the two simulations. Investigate the cache files so that you can split the different parts and efficiently re-combine them. Use visualization tools to ensure that the merging of the different data types is working.
Now that the caches are combined, learn how to efficiently surface the FLIP sim. Explore techniques to speed up the surfacing. Cache out the final result ready for rendering.
Learn how to add bubbles to enhance the details and realism of the simulation. Use the SOP-level Whitewater tools to add a bubbles pass to the simulation. Cache the final result and then use the White-Water post-process SOP tool to refine the look of the bubbles.
Now that the water and bubble simulations are complete, bring the various elements into the Solaris context for rendering in Karma. Learn how to create materialX shaders and how to add lights. Investigate the Karma XPU and CPU engines and guided caustics for a more realistic water effect. Set up the render and use noise removal techniques suitable for an animation.

CREATED BY

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MARK SPEVICK

Mark Spevick is the Head of 3D at Escape Studios, Pearson College London, and combines teaching with working at the highest level in the industry. He has 10 years working in industry and 6 working in higher education and teaching. He got his big break at Peerless Camera, the production house co-owned by Terry Gilliam, and worked on every Gilliam film from ‘Fear and Loathing in Las Vegas’ to ‘The Imaginarium of Dr Parnassus’, starring the late Heath Ledger. He also worked with director Martin Campbell on ‘Zorro’ and ‘Mask of Zorro’ before supervising on the set of ‘Casino Royale’. Mark also managed the CG team that worked on the parachute scene in ‘Angels and Demons’, on behalf of post-house Double Negative. Mark was heavily involved in the design and development of our undergraduate and postgraduate programmes.

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COMMENTS

  • DevoStevo 1 year, 1 month ago  | 

    Hi Mark. Great FLIP tutorial. I'm using it to simulate a real life water feature at my place. So far I've managed to model the top waterfall part & I'm about to have a go at doing the bottom part, which will be slightly different to the model you used. I'll keep you posted on my progress if keen.
    Cheers mate.

    • spoonvfx 1 year, 1 month ago  | 

      Thanks DevoStevo2 Please do share any renders you do..Would be keen to see

    • Tripodi 1 year, 1 month ago  | 

      Thank you Mark!

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