Houdini FX | Easy and Spectacular! | Advect by Volumes

Video Statistics and Information

Video
Captions Word Cloud
Reddit Comments
Captions
hi guys so today i want to show you how you can do this kind of effect and it's relatively easy and it looks spectacular right okay so we need some geometry first and for that example i used tommy and i just you know removed the closing and textures and then used couple of bands just to pause them but i don't want to waste too much time so instead of that let's use maybe maybe big head today awesome it's it's rather big let's bring back the tummy tummy just for reference from the scale can i move it nope that's weird okay remove dummy add pop network whoa maybe i should remove the shader what is this wow that was weird anyways okay let's add more points what do we need gravity fifths let's add gravity false and let's see how many points we have a lot and this is way too much i don't like this and the ground plane so match these guys together whoa all right what is going on right over here yeah and change to my mutual and don't display okay i don't want them to bounce or maybe just a little bit okay we had something not much but we need that awesome movement right so you might think that hey let's just emit pyro and you're right you're completely right i can admit pyro from this guy but do we really have to the answer is nope i would add new geometry and this will be a box and i will start making power from some object above this guy a new dot net call in just pi oh a and then i will change make this as an active one so now i can use it where is it do you see viral somewhere i don't see piranha there it is spiral effects dry ice hello yep okay awesome so now we have dry ice falling down great let's adjust the size of that we might need to have it bigger by the way if you hold shift this will scale both sides i want it to be a little bit below the ground because i will be using ground plane you can if you want to collide bottom part you can use close boundaries but i want to use ground plane because ground plane has temperature and i want to use this temperature so now it's falling down and that's it it's good already but i want to rise up when it hits the ground that's why i sometimes use this temperature to set it to something let's use one okay it's raising rising a little bit better like the thing this temperature i have no idea what kind of scale it is i don't think it's in actual degrees just some kind of scale anyway yeah you can see that once it reaches the bottom the temperature rises and it starts to go up okay so i love it so pyro import this is the node that was automatically created and i will save this guy okay look what's the frame range yeah frame image is good save the file okeydoke so now we go come back let's rename this maybe um pyro a source and i don't know how to name this one yet actually i will do object merge here drop and drag click here antique export relative references accept ctrl x ctrl v here now i can plug into the second input so here let's do add effect pop a defect by volumes and use that second context geometry it's gonna input and let's see what we have well we definitely have something the gravity i believe kills everything oh yeah way better kind of spooky i love it so it looks good already and i have a problem now that once it reaches the bottom i mean it still follows the fluid as it should but i'd like to have some kind of circular movement here in the bottom so instead of messing with pyro i can create another vector field so here i can do circle it's quite a big something like this actually just for reference let's display this guy and we need particles yeah okay so i'll move it right over here smaller so i want to start it rotate somewhere like that right over here so make it polygon open 180 and now we just have to rotate it now i can select this point and just move it right over here what is it okay i want to snap to the grid this was not that was a weird snap okay so now i can do copy and transform copy a couple of times and just scale it up yeah maybe even no that's good enough and another copy and transform just to rotate it oh look at that press this time okay let's do maybe 50 and do 360 divided by this guy copy parameter paste relative references yep now resample and don't do anything except for create this tangent attribute i will call it v like velocity now if we display velocities we cannot see them because they're probably aligned with the with the curves so i usually just do add and do the geometry to preview the points yeah this is definitely right direction so we can do vdb from polygons i will do density and i cannot see anything oh no polygons sorry vdb from points particles yeah i'll change it to density and i will add the point attribute fee the name will be fell or we'll see is it well i think it's well so i can do another pop by the way by volumes copy this guy and do third contact geometry and see what we have is it any different it is a bit different because it's not going up as much so maybe use update position oh yeah it's starting to have this kind of shape maybe change this to update position as well so then it strictly takes whatever comes from pyro oh yeah it's circulating so now i can adjust the age so the age would be about 100 frames 100 frames which is about four seconds right well that's way too much three okay i'm happy with it so let's copy let's go again uh let's call it popnet particles after calls just the count do something like titan times that change the display yeah it looks like that okay even more even more particles 25 and save that okie doke we got particles and i'm happy maybe let's do color now so we can get the color from velocity or h and i will get it from h c just c will be fit i will fit want to fit the age and we know it's between zero and attribute called life and we want to be between zero and one so now that it's between zero and one we can do vector color is channel ramp color by h using dot c okay we have some gradient already and that's awesome and do edit parameter interfaces change it to color apply accept and let's use what's to tone no black body oh yeah looks way better another thing we can do is actually just do color and use rum from attribute however we don't have attribute velocity i want to use velocity so we can say i need i need a float so i will just say hello city is the length of velocity vector so now it's somewhere between zero and zero that's interesting did we export that we definitely have we don't have velocity oh yeah actually there's one thing about update position right over here with pop-up by volumes when you update position it doesn't update the velocity so usually what i do is just do trail here and do compute velocity i completely forgot about that so now uh v should be oh and we have to use much by attribute id because particles have unique id and do we have any yeah we have velocities whoo okay so what else d maximum seems to be around four so maybe you met it to 4 use that velocity and change it to blackbody not v velocity okay awesome okay what about the trails so we don't need as many points so that's good but we will need that velocity as well we will need that too for the color so that guy as well so trail make six maybe then add and here change by attribute and your id so now we have something cool looking like this okay so there it is looks awesome okay so now i want to add one more thing like on the in the bottom i'd like to have some kind of wave coming out and the way i will do it is i will place a taurus and change the radius to something like like this it means too much no we don't need it but okay anyways whatever do a new dotnet pyro b i will change right over here just to make it the current active.net so now that i create i will use explosion setup the tool for that awesome so now guys boom great except that it's way too big something like that and also okay so this is 1.6 so here it will be 0.8 and right over here i will actually close boundaries and this is minus y right i think it is yeah i think it's minus one okay i can change the buoyancy direction to go the other way so now it goes downwards and i can add velocity here i will do triangle point wrangle and i will say just hey let's velocity is the vector of p x zero and pz so it looks something like this so okay probably need more velocity let's do 10 to make sure it's working oh yeah great and right over here when you have the fuel it's animated right remove all these keys and i want to make it loop for example whoops let's change it to manual every 24 frames maybe and here i need 0 24 so actually like that so 24 48 so now we have continuously bursts once in a while and that's awesome this is what i wanted pyro import this is a new pyro import we will save it we will save it copy this path rename this to something and now the same thing pop object pop network oh but we need a source because i'm lazy i will just use this taurus again which is just fine why not so the grid first object mesh that is to have it available over there come on ctrl x go back right over here right on to the floor this collision ingredient i think but do minimum distance and it's not fraying why is that so once a while you have a viewport bug or something so what you do is just new viewer scene view you can close the last one and it's all here nice and flat right just if you put it wasn't refreshing i know i sometimes it's like that okay so i'm happy with that i will use that as and get that affection source as well and you advocate pop advice by volumes use second geometry and right over here i can animate the constant activation so let's do one on second frame zero and i did at every 24 frames so here again one next frame zero and previous 23 zero as well so i should be able to just copy that can i copy like do paste here oh yeah that's way easier ctrl c ctrl v c ctrl v okay yeah or if you do if you want to have exact movement so you do update position then you will run into the issue with the boundaries right so you can either add like a kill box or drag but for now i'm good a bit fast it was good it looked really good so let's do 100 and copy that color we don't need trail because it has velocity already right by the way when you have to recompute geometry and you're cashing something out right trail used as it literally works this way that it compares what's the difference between the previous frame and last frame so if you have something cashed out and it will want to change check what's the what's the previous frame of the first frame it will error out right this is what i usually do just time shift and do clamp to first we'll get rid of that error so now you can do a play blast okay so that's it that's basically it is exactly the same thing what i did although the colors are different and i know for sure i spent much more time to customize the other thing but just play with the values and settings at some collision for the ground some drag and you can create a really amazing stuff okay so if you liked it remember subscribe and hit that like and also i have a course on vex and it will be available only for the next couple of days after that the sale is closing so if you guys want to learn more about vex the link will be in the description okay thank you guys for watching and see you soon
Info
Channel: Jozef Plata
Views: 5,888
Rating: 4.9621453 out of 5
Keywords: houdini fx tutorial, houdini fx particles, houdini beginner tutorial, houdini fx beginner tutorial, houdini particles tutorial, houdini advect particles, houdini advect points
Id: tJC6lVm26y0
Channel Id: undefined
Length: 28min 8sec (1688 seconds)
Published: Mon Oct 26 2020
Related Videos
Note
Please note that this website is currently a work in progress! Lots of interesting data and statistics to come.