Making A Ripple Growth System In Houdini

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Published 2023-11-01

All Comments (21)
  • @AsirisC
    Nice tutorial but a bit misleading though. You're not showing how to finish the effect shown in the teaser. Your example shows nice round liquid like shapes but if you just follow your tutorial you won't get there. I guess one has to play with VDB remeshing to create something similar.
  • @rohanmistry9592
    Awaiting for awesome tricks. Finally it came. Great tutorial.
  • @Birkkromann
    Instant "The Crown" vibes 😉 Det ser lækkert ud - og perfekt når jeg lige er gået i gang med at lære Houdini!
  • @bao007fei
    Amazing tut, thank you for sharing
  • @Scarlov87
    Oh boy things really work in houdini! I came from the GDP procedural system from houdini itself and that makes you feel that you are not in control of the software, but this!! oh man thanks! that's a very awesome way of explain things.
  • @Aguiraz
    hell yeah! we want more houdini toturials!
  • @MaxChe
    20:21 - saw the writing of the code... thank you, I think that's the end of this wonderful lesson, have a nice day 🤣
  • @GrafxPlug
    Very cool! If I wanted to emit particles or smoke from the created "leading" edge, how would I do that?
  • @junechevalier
    Man, Houdini is growing on me... I'll see myself out
  • @jamesmather7896
    Great tutorial, thank you. The only part of this that confuses me is the "input number 2" settings on promoted ramp2 - from -0.3 to .8 seems odd to me. I can't wrap my head around why you would do this. Why not 0 to 1?
  • @gorantrpkov446
    Hey Lukas, I just came across your video today. Great work. Reminds me a bit of Panoply's project for what I think was a whiskey or bourbon commercial (some liquor) where they took a fluid container approach to animating these convoluted ripples on the surface of the bottle. A while back I tried to make something similar to that, but with a much more rudimentary approach. basically spreading an attribute infection from a few points on a character mesh, to get a sort of a flowing stripes type effect. I did use a vop noise to distort the stripes a little bit, but it didn't quite catch what I wanted to do. Your approach on the other hand hits the mark with this find shortest path driven attribute transfer. What I am looking to achieve in the way the pattern comes through is to have an infection driven stripes that have these little branching structures (the way you've done) but many of them and aligned along the direction of the infection gradient. What you would get in the end is something like the "ammonitic suture patterns" if you wanna google that, it's quite mesmerizing, and I think a variation of your set up would be the way to go about generating this in Houdini. Great tutorial man, inspiring!