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TOTAL DURATION: 16h 10m 21s

Welcome to the Houdini Water FX course, where you'll learn how to create stunning and realistic water simulations. This course focuses on a boat caught in a storm. Learn how to create water fx for three different shots - medium shot, a distant shot and a close-up shot.

Explore the different techniques and tools in Houdini that are necessary for creating realistic water simulations, such as creating ocean surfaces and waves, simulating foam and spray, and adding rain and lightning effects.

Develop a deep understanding of how to create realistic water effects in Houdini, and build up the skills and knowledge necessary to create water simulations for your own projects.

Note: The sailboat digital asset was missing from the project files. It is now in the HDA directory of the zip file.

Learn the goals of the course then explore real world references of boats and storms. You can then set up the scene and import the boat asset. Begin exploring the ocean spectrum node and set up the big waves. You will then start creating simulations.
Optimize the boat collision geometry and VDB for use in the main high-res FLIP simulation. Set up the main high-res flip simulation, using the same spectrum of the low res sim, but including collisions and some custom features. Learn how to mesh the simulation.
Run an optimized FLIP simulation to extend the ocean storm without exhausting hardware resources. Re-use the custom solution for meshing the side simulation area then combine this mesh with the high res main sim to get a seamlessly big ocean surface.
Prepare the whitewater simulation by defining the emission volumes. Go through the main parameters of the whitewater solver and learn how to optimize huge numbers of particles. Run the whitewater simulation for secondary areas, using lower res settings with the goal of combining them with the main whitewater sim.
Use the main flip simulation as a starting point for emitting the spray. Run a simple but effective particle simulation using wind as the driving force. Use age and velocities to drive the pscale of the spray simulation. Source particles for the mist smoke sim. Use the main FLIP simulation as a base source. Run a smoke simulation to create a stormy ocean mist.
Add more splash to the boat by setting a custom source for these extra splash FX. Simulate the boat splash using the FLIP solver and custom forces. Learn how to create custom fields - surface and velocity - from the splash sim particles.
Select particles based on velocities, proximity and vorticity attributes to drive the whitewater simulation. Run the simulation for the whitewater boat splash. Use a particle simulation to add more volume and detail to the boat splash. Run a smoke solver on the splash to add a fine mist volume layer.
Use the Houdini Foam node to create cusp base whitewater to the background ocean grid. Set up a camera-based pscale and density processing on the background whitewater particles.
Explore the Solaris context and import the assets. Create an ocean shader that will be used throughout the three shots. Build a simple shader to use with Karma XPU or CPU, that is much more efficient while test rendering the elements. Import and render the main whitewater particles and boat splash elements. Finally, render the mist and spray elements of the ocean, using both volumes and a constant shader.
Learn how to set up and use Vellum Cloth in Houdini with attach-to-Geometry constraints for simulating the main sail. Prepare the geometry to render, using the point-deform node. Finally simulate the second sail, named genoa, using the Vellum Solver.
Every good storm comes with atmospheric elements like rain and mist. Create the rain emission then create a smoke simulation that will be the base for advecting particles. Use the velocity volumes to create a particle simulation for the rain system. Bring these to Solaris and render the rain and mist with Karma XPU.
Refine and render the FLIP simulations using Karma inside Solaris. Bring the sailboat and all its shaders into the scene and render them. Render the rain elements in a separated layer. Learn how to prepare all the assets to optimize the render times. Import the background whitewater and render it together with the background ocean. Refine the background ocean to match the main simulation. Render out the mid range shot.
For the second shot, explore the elements created for the first shot and decide what can be recycled. Learn how to blend the ocean spectrum in a way that keeps some parts and mixes in different spectrums to drive variation. This lets you avoid the need to animate the boat again.
Use the mixed ocean spectrums to distort the recycled whitewater to match it perfectly. Reuse the system for creating whitewater from the grid ocean custom attribute to create the distant whitewater. Import all the elements into Solaris and render the second shot.
Set up the third shot using the SOP level FLIP tools. Mesh the FLIP sim then extract the maximum available detail. Use a custom technique to create whitewater from the FLIP surface area, to help blending the details of the surface with the real whitewater simulation to be created later. Extract the particles for the emission of the main whitewater sim.
To achieve a more refined collision, use the system from shot 1 to create a consistent splash source around the boat. Create a more precise simulation of the sail that will interact with the splash sim. Start by running a FLIP simulation of the splash that will be the base for other splash simulations. Use the FLIP sim to create custom fields - surface and velocities - to generate a more precise whitewater simulation. Run a whitewater simulation for the splashes.
Bring all the elements back into Solaris and set up the render for the close up shot. Import the whitewater and prepare to render. Create the interaction of the rain and the deck of the boat then use Karma XPU to render the rain and mist. And after this long journey, set up this shot and create the final Render.

CREATED BY

guerreiroazul

COMMENTS

  • JonasSorgenfrei 1 year, 9 months ago  | 

    This is AWESOME!
    Thanks so much for creating and sharing the tutorial here for free plus the scene files.

    Just finished lesson one, there are a bunch of really cool technics and tricks.
    Looking forward to the next parts :)
    Kudos :)

    • guerreiroazul 1 year, 9 months ago  | 

      Hey Jonas! I am happy you liked it! Have fun!

    • dunnieboy 1 year, 9 months ago  | 

      ... awesome *****

      • guerreiroazul 1 year, 9 months ago  | 

        Great that you liked it!

      • Scara 1 year, 9 months ago  | 

        Cheers, Diogo. Appreciated!

        • guerreiroazul 1 year, 9 months ago  | 

          Thanks!!

        • nicolaas.tanghe 1 year, 9 months ago  | 

          Thank you so much for this.

          • guerreiroazul 1 year, 9 months ago  | 

            You are welcome! Cheers

          • Andres D Caro 1 year, 9 months ago  | 

            Awesome!! thanks for this ♥

            • guerreiroazul 1 year, 9 months ago  | 

              Thank you!!

            • EVargas 1 year, 9 months ago  | 

              Thank you Diogo, your class is great, excellent content, inspiring!

              • guerreiroazul 1 year, 9 months ago  | 

                Thanks! I am happy that you liked it!

              • christianwiele 1 year, 9 months ago  | 

                Thanks a lot, very cool. The first video is a little messed up regarding order. The part of original footage is doubled, and I miss the part where the boat is imported.

                • rmagee 1 year, 9 months ago  | 

                  I've contacted the author about getting the missing parts - will re-upload once it has been fixed

                  • christianwiele 1 year, 9 months ago  | 

                    Thanks, that would be great.

                    • rmagee 1 year, 9 months ago  | 

                      It has been updated with the missing part and the other parts in their proper order.

                      • christianwiele 1 year, 9 months ago  | 

                        Top!

                • aracid 1 year, 9 months ago  | 

                  Hey Diogo, strangely but when I load the boat hip, 01_BuildSetup_v1, the obj is made but theres no content inside? any reason why?

                  • guerreiroazul 1 year, 9 months ago  | 

                    Hey, sure. It is important that you add the boat geo to the geo folder inside the same directory as you saved your scene. You can watch me doing it in lesson 3. Cheers

                    • christianwiele 1 year, 9 months ago  | 

                      Hi, I think the HDA file for the sailboat is missing, so we can't import it. Only the cache files are included.

                  • jim707jim707jim 1 year, 9 months ago  | 

                    very nice tutorial , thnx, boat hda is missing!

                    • christianwiele 1 year, 8 months ago  | 

                      If I create the boat VDB as described then only the walls are solidified as volumes, but the interior of the boat is still hollow. As a result the boat will always contain water particles when it is put into the ocean. I realized that when creating the splashes, as a lot of particles remained that are technically inside the hull. Is this correct, am I missing something, or is there a way to completely solidify the hull?

                      • guerreiroazul 1 year, 8 months ago  | 

                        Hey. I cover this vdb technique (of filling the interior) on the closeup shot, towards the end os this series.

                        • christianwiele 1 year, 8 months ago  | 

                          Thanks, will check it out.

                      • JonasSorgenfrei 1 year, 8 months ago  | 

                        Unfortunatly mixing the point deform on the collision geo (to "substract" the big waves) and the ocean spectrum displacement later on the sim mesh (to add the big waves) is creating problems with the collisions and leads to gaps between the boat and the water. Using the inverse point deform with the same settings as the collision geo displacment was using leads to better/more accurate results :)

                        • naooay 1 year, 5 months ago  | 

                          I have the same problem, but I don't quite understand your explanation. Could you be more careful? Thank you

                        • YukiMurakami97 1 year, 8 months ago  | 

                          Thanks for the tutorial! It is so helpful. I have followed up until 6. Its a bit too advanced for me so I will come back after some practice.
                          I have made note for the course. I hope this will help some of you.
                          https://houdiniinadelaide.wordpress.com/2023/07/10/stormy-seas-project-by-diogo-guerreiro/

                          • guerreiroazul 1 year, 8 months ago  | 

                            That is great! Thanks for sharing.

                          • knockflakes 1 year, 7 months ago  | 

                            Wow Wow Wow!!! Amazing! Thänx a lot!!! It`s sooooo nice that you also share the scene files! Love it :)

                            • MichaelRoots 1 year, 6 months ago  | 

                              Awesome !! Simple question; Why not directly simulate n merge big high-res waves?

                              • naooay 1 year, 5 months ago  | 

                                A beginner

                                • Aydin_Thill 1 year, 4 months ago  | 

                                  Hey it looks like the boat file is missing. @guerreiroazul It would be great if you could add it to the project files. Thanx in advance if you find the time to do it :)

                                  • jannesopanen 1 year, 3 months ago  | 

                                    Thanks for an amazing tutorial! Before starting it I'd like to ask that did you make any kind of composing for the shots ?

                                    Thanks for advance!

                                    Yours,
                                    Janne Sopanen

                                    • guerreiroazul 1 year ago  | 

                                      Hey, just very basic color grading.

                                    • wanghaoc 1 year, 2 months ago  | 

                                      Hi, I think some HDA is missing in the file. I find cg_removerpoints HDA but there is nothing in that HDA

                                      • CharlesT 1 year, 2 months ago  | 

                                        Hi, I'm loving the tutorial. I've still got a long way to go. lol I was just wondering where to find the CGimagine_FlipVis? Cheers

                                        • CharlesT 1 year, 1 month ago  | 

                                          Woops, It's right there in HDAs folder.

                                        • Murdoc 1 year, 1 month ago  | 

                                          You're one of the good guys, my friend; thanks for taking the time to do this. It's exactly what I needed to make my current project come to life.

                                          • Christian Gallagher 1 year, 1 month ago  | 

                                            I love all the info packed in these lesson, when I download the project files it seems to be missing Houdini files 02 through 12. Is it possible to get the other files?

                                            • Christian Gallagher 1 year, 1 month ago  | 

                                              My bad, got deeper into the files and chatted with Diogo and this download does have all the content intended, the numbering just skips through

                                            • pyxel8 1 year, 1 month ago  | 

                                              I am a long-time 3dsMax user who is just starting out in Houdini and I love this tutorial. However, I am facing an issue with the OceanSource, Flip Object, and FlipSolver. Whenever I try to run the simulation, I get red exclamation marks on these nodes, and nothing happens. It just goes straight to load from disk. This happens with all Flip scenes using Wavetank scenes that I create, except for one. I suspect that it has something to do with the paths, but I am not entirely sure. Can you please help me resolve this issue?

                                              • SpeLL 1 year ago  | 

                                                I'd like to say big thanks to Diogo for this exiting course about Water FX and Stormy Seas!
                                                I tried to go all the way described and this is what I got with this tutorial sequence: https://youtu.be/HH1gMz1s3wU
                                                During the course Diogo recommend to make several shots, so this is only the first one so far.

                                                • guerreiroazul 1 year ago  | 

                                                  Hey, you can send me your hip file through my discord and I can have a look at it.

                                                  https://discord.gg/ShB9UmcV

                                                  Cheers,

                                                  Diogo

                                                  • FrankMRSN 2 weeks ago  | 

                                                    Always inspiring Diogo! Still remembering that time at the studio when you shared some of your explorations!

                                                    Cheers friend!

                                                    Francesco

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