Houdini Tutorial - Seamless UV's on FLIP fluids

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[Music] hey guys it is Tim back again with another video so before we start I want to give a big shout out to all of my patreon supporters especially Chris Weber from being a top top patron and without further ado let's dive into the tutorial when I first got into Houdini the first thing actually made was a was a flip simulation and it was a simulation of a ball of dough being rolled out but the thing I couldn't figure out back in a day was how to get juvies on my fluid simulation and later I of course I figured out how to do this but I've never really found proper tutorials on the subject and I figured maybe it's an interesting idea to do this so in the the basics are quite simple how to get UVs on your fluid the problem it gets a little bit more advanced if you want to get rid of the seams so the first part of this is just gonna be how to get UVs on your on your fluid and then we're gonna get a little bit more advanced and then we're gonna get rid for for the most part it's not possible to get completely rid of the seams but for the most part get rid of the seams and that that extra parts or the extended version it's going to be patreon only so you can follow along with this how to just get your V so in your fluid and if you want to get more into the advanced stuff on getting getting rid of UV seams then subscribe to patreon and you can watch watch that watch the extended part there so hope you enjoy right so here we have an empty scene let's go just call just make a test geometry into rubber toy and let's move it up a little bit so I'll just translate it up like this a little bit and all let's do a flip source just some basic source thing to get a flip simulation thing here and let's make a dope Network which is what we're just gonna first make a very simple flip flip simulation so let's call it let's make flips over here and anyway so objects just all the basic stuff then put a I would know here out and let's drag this out into here put this to particle field and on the guides or particles let's put it to particles and it's going to the flips over here just make a camera by the way so I think we could get back to maybe where we want to go so let's zoom you know just create like a camera let's make a ground plane let's just use the shelf tools for that so here we have this thing and now let's link up our particle separation to our flip flip fluid voxel size into the particle separation and let's crank up the resolution a little bit and let's add some gravity here gravity now we want we're gonna make this a little bit viscous so let's go on to the flips over to for you motion viscosity enable viscosity just custom attribute come to the flip object and on the physical tab just increase the viscosity let's say 100 so this is just a very simple flip simulation that we made now of just a yeah it's object falling down and going sploosh it's maybe get a little bit lower rough simulation going so it's gonna be a little bit faster alright there's just basic flip simulation there alright so now just let's load it in somewhere so let's call this MIT and in here dude wake up io Widow pile you can load top dope data so let's put the top Network and let's put the flip fluid objects and let's put it to flip fluid so then we have our thing over here and then we have this particle fluid surface which is a premade top node and let's also just copy this and paste it in here and then we have a very basic mesh but if you okay so let's let's just assign a material on here and you can see problem so if we assign a material from the door shader you see we don't really have a material on here output and it's also because like we don't have any UVs here thank you can see no UV s no UV attribute you can see in the drop down menu and if we go to the emitter tab so Kay completely omit and look over here you can see there's also like the UV attribute disappears so over here have a UV attribute but it disappears because we're going we're making points here well it looks like it's making both scientists as fuel ends making points if you middle mouse on here you can see the point so what you need to do is because points cannot have vertex attributes so if you go in here so yeah so what you show you cannot just transfer them to there so what you first need to do is do i attribute promote and then we're going to go from vertex to point and then you can see already these weird seams appearing and then you can transfer these to it from your original mesh to your point so let's do texture UV and now we have our point ups on here so then we have our UV zone there and we can already get rid by the way of this seam issue over here so let's do vertex split so what this can so right now what what's giving this is this issue is because we have these UV Islands and like if you go over here so these are these UV Islands but then when you promote it to points and they they get promoted to point but since they are they have these clear edges here it cannot really do it properly because stuff on like for example stuff on here is connected to here so it will just try to connect it in there and by the way I connected this on the wrong place but if you Furtick split so you can split the vertex vertices now it's going to display it so if you don't promote then you don't have this issue anymore and then I can just still transfer it to my points and then I have the point attribute so if I go to simulation in here and just simulate a little bit you see I have my UV points in there and then if I go to a particle fluid surface and I need to transfer attributes as well also transfer UV then you can see we have UV on our fluid so that's that's the basics of how to get UVs on your fluid so let's crank up this a little bit just crank up the simulation resolution a little bit and then you can see we have we have it on there but here is the main issue there's still these seams and there's no easy way to fix that but it's possible for the most part you can get over them for the most part not completely but for most stuff it's it's fine it's literally gonna be a little bit more advanced so if you want to learn more head over to my patreon so patreon.com slash team for hosting it and then we're gonna go over the there's two gonna be the extended version it's gonna also go over how to get rid of these seams so hopefully you'll see you there and talk to you next time right you
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Channel: Tim van Helsdingen
Views: 10,163
Rating: undefined out of 5
Keywords: houdini, vfx, patreon, tutorial, flip fluids, FLIP, FX, freelancethuglife
Id: Ito8mJ1aJqc
Channel Id: undefined
Length: 9min 28sec (568 seconds)
Published: Mon Jun 10 2019
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