Houdini | Fluids I - FLIP Simulations
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- Опубліковано 11 вер 2024
- In this course, we will discover the wonders and joys of FLIP simulations with Sidefx @houdini3d
Here, you'll find everything you need for both beginner, intermediate, and advanced users alike. Everything from the particle separation, grid scale, particle radius scale, reseeding parameters, meshing, rendering, and optimization of fluid simulations are covered in great detail.
We'll also cover custom topics like how to create foam, reduce cache sizes, add detail through meshing, and go about look development.
So, make sure to spark up those spooky simulations this Halloween at www.cgforge.com
Thanks for watching!
finally a FLIP from CGforge 💟
You know Tyler, I love you from the beginning of CGForge, and this is just an awesome addition to your palette of best courses out there! Thanks you so much for your efforts!
Thank you Serge! I try to put a lot of love into each course, so I certainly appreciate the kind regards.
It'll be epic.
Really great results ❤️
Thank you Rai!
Can’t wait for the ocean part
thanks for doing this !! This is gold!!
Looks fantastic Tyler! Definetly resubscribing for this one. Can we have some spoilers on the next course?
Thank you Mats! That's a good question - next up I'll be adding some bonus content to Fluids I that goes over the sop level flip solver, pop fluid node, and vellum fluid to round out the course. But - after that, I'm between an ocean course for Fluids II or vellum. What do you think would be more interesting?
@@cgforge A course about oceans where you showcase blending between a FLIP sim and an ocean spectrum using Redshift would be insanely cool!
A completely unrelated suggestion for a course I would love to see later is a course on set dressing and environment creation to place our FX in!
Sounds good! Thanks for the suggestions Mats. I'll keep those in mind in the near future. Cheers
thank you!!!
awesome!
Thank you! Cheers!
Looks great! :)
Are UVs for FLIP covered as well? Especially for continuous emission for textures would be really helpful.
Thanks Mathias! For this course, I decided to omit rest fields/uvs and will cover that one in a future course. In general though, I would suggest utilizing your rest fields within the FLIP solver for this because it ought to include re-seeded particles. Once you have rest fields, you'll need to decide on whether or not you're going to utilize dual rest (and that just depends on your specifics of your simulation), and then transfer the rest field to your final meshed geo with an attribute transfer. If you're new to rest fields, then check out my other course Pyro III where I go in to more detail. Hope that helps!
cn you make a couse for flip sops? making ocean simulations and stuff
Yep! That's on the agenda for fluids II. We'll see if I can get to it by the end of the year, but it'll be there eventually
@@cgforge will be buying it for sure!! Can't wait
Flip is cool, but when are you gonna show us how to grow a sick beard like yours?
The secrets to beardom shall be written in my memiors one day. haha
Actually, all you have to do is simulate FLIP for 70 days and 70 nights
@@cgforge 💯💯💯
Does this course cover retiming reseeded sims?
Hey Tom, yes it does. Specifically, I would suggest taking a look at the "Tyler's meshing method" section, adding id in the FLIP solver, and setting a retime node after the cached points. I don't specifically use it for this simulation that you see in the teaser, however, I did test it out myself, and it works great with that method.