Houdini School – HS-224 – Liquid SOPs
Info:
Learn procedural ways to mimic liquids without diving into DOP simulations. This class will show slimy drool, bloody trails, surface water droplets, and a flowing river.
All of the builds in this class will be made entirely with SOP nodes, and will showcase various techniques using common SOP nodes, primitives, curves, VOPs, and VEX to allow you to art direct your creation.
Session 1
Blood Trails
This session will take a simple curve shape and turn it into a replicated pattern that will drive the design of a surface, and the blood flow itself. Techniques will involve adding small details like faking liquid surface movement, handling intersecting geometry surfaces, and shaping the blood flow over the traveling path.
Curve design and manipulation
Shaping surface geo-based on curve design
Adding flow data to curves
Building noise based on flow data
Handling surface intersections
Setting up Karma materials, lights, and camera
Session 2
Slimy Drool
Creature facial drool and slime will be the focus of this session. Techniques will include preparing source geometry, building custom masking, writing some custom VEX tools to manipulate points on a surface, using randomization, developing noise controls, and mimicking swinging movement.
Preparing skull geometry
Setting up skull procedural animation
Constructing custom masks
Building the procedural rig for mouth slime
Making random static surface slime with art-directed flow direction
Designing dangling slime and giving it life
Setting up Karma materials, lights, and camera
Session 3
Surface Water Droplets
This session focuses on making surface water droplets with art-directed droplets streaming in any direction you like. Subtle details like dissolving droplets as streams pass by, misshaping droplets to mimic gravity, as well as the directional surface flow will be shown.
Preparing source geometry
Making emission masks to limit droplet placement
Art directing drips and procedurally animating them
Dealing with dissolving surface droplets in drip path
Shaping the droplets and handling surface intersections
Setting up Karma materials, lights, and camera
Session 4
River Flow
This final session will go over using a custom curve to shape a flow path for a river. Techniques will include using noises to add surface details, hscript to generate flowing animation, and using procedural point generation to mimic foam.
Designing noise displacement patterns
Building rig for white water
Adding flow animation to all elements
Using VEX to loop whitewater back on itself
Defining the overall path and shape
Setting up Karma materials, lights, and camera
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