In this quick tip I show you how get the camera silhouette of a 3D object, not to be confused with getting the Fresnel or facing ratio. With this technic you can output a distance from edge on the 3D geometry, output a flattened card with a clean mesh of output a polyline.
Tearing Vellum Grain
In part 1 of this tutorial I will show you how to simulate a tearing jelly like mass using vellum grain. I'll show you what constraints you need and what gotcha to watch out for.
Custom Stitch Setup
in this video we will be using VEX to build our own custom stitch constraints to glue the grains together. In the process I will setup another simulation using different setting to get a different look to the simulation than the first one.
In part 3 we will look at how to mesh the simulations we have using the constraint network.
Crown Splash From Scratch
In this tutorial I show you how to setup a crown splash from scratch with FLIP fluids in Houdini.
I have made a few tutorials about small scale FLIP fluids and surface tension in the past but this has been requested a couple of times and even if you watched the other ones I think this is useful to get a better understanding of how to control your small scale simulations.
POPs Custom Shield Force
n this tutorial I'll show you one way of setting up a custom shield force in POPs using a combination of force fields setup in SOPs and updating point positions in POPs.
Little glitch in the middle of the recording so sorry about that! But I point out what has been skipped.
In this tutorial I create a grass patch in sops and simulate it with vellum as hair strands. I then go through using plasticity to make the grass stay in place when bent by collision objects. As a bonus I also turn the collision object into a dynamic vellum object at the end.
Mask Surface Tension
In this video I show how you can mask surface tension using a volume field from SOPs. In it I demonstrate two ways of getting SOP data into the DOP network and how to get it to affect the simulation.