Rocky Coast sim in Houdini

Rocky Coast sim in Houdini Some notes,

– FLIP sim: 28 x 30 meters, Particle Separation 0.0275, around 110 million particles(Reseeding particles).

– Whitewater: 0-160 million particles, culled to about 70 million and converted to volumes.

– Inner volume, generated from main FLIP sim using OpenVDB Rasterize Points, this has three volumes(371 030 919 voxels each), a density, velocity and a vorticity volume used to control the colour of the volumes in the shader.

– Kelp(if you spot it…) simed with the Grain Solver using a lower resolution FLIP sim for motion, this was used as collisions in the hi-res FLIP sim.

-Rocks geometry are a mix between procedural noise and some manual sculpting, they have 12 679 mussels scatter over them.

-Plants are basic L-systems, simulated with the Wire Solver with a Noise Field.
All shaders are all procedural.
Rendered on one pass(with image planes for grading in comp). This made for some crazy render times, some of our slower render nodes took 50 to 60 hours a frame, this was mainly in the splashy areas with lots of spray, the calm parts rendered between 3 and 10 hours a frame! So thanks to Blackginger for letting me abuse the farm!!

About 5 TBs of space on disk.

Due to the sizes of some of the files, and in order to not run out of RAM I had to split up some of the surfacing processes, so building a VDB from Particles, saving this to disk, Reshaping the VDB and Smoothing and finally converting to Polygons before saving the final to disk.

Whitewater proved to a thorn in my side, I chased my tail for a long time trying different solutions including my own custom set-up. The main issue is/was trying to get rid of the stringy whitewater foam look that is so common in most simulations. In the end I settled on generating 2 noise attributes in the whitewater emission, This allowed me to deleted out parts of the simulation afterwards to help break it up, the only downside which is kind of obvious is that some of the spray particles just disappear rather than turn into foam.

Category: RnD
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