流体“破碎”效果Houdini Tutorial: Flip Fracture

流体“破碎”效果Houdini Tutorial: Flip Fracture

In this tutorial, I cover a relatively straightforward workflow for emulating fracturing within a FLIP simulation using per-point viscosity. Along the way I cover a bit about shading / uv-ing fluids using the dual rest method, and I close with an alternative approach to the workflow that preserves more of the classic RBD-destruction look.

Hip file available at diffusefx.com

(0:23) Step 1: Basic Fracturing
(2:06) Step 2: Particle Setup
(24:07) Step 3: FLIP sim setup
(29:59) Interlude: A note on viscosity and FLIP
(32:46) Step 4: Running the sim
(34:21) Step 5: Fluid Shading & Dual Rest
(1:05:35) Alternative workflow: Driving FLIP from RBD
(1:25:53) Outro / Summary
谷歌翻译:
在本教程中,我介绍了一个相对简单的工作流程,该工作流程使用每点粘度在FLIP模拟中模拟压裂。在此过程中,我使用双重休息方法介绍了有关遮蔽/ uving流体的一些知识,然后以另一种方法替代了工作流程,该方法保留了更多的经典RBD破坏外观。

Hip file available at diffusefx.com

(0:23)步骤1:基本压裂
(2:06)步骤2:粒子设置
(24:07)第3步:翻转SIM卡设置
(29:59)插曲:关于粘度和FLIP的说明
(32:46)步骤4:运行SIM卡
(34:21)步骤5:流体遮蔽和双重休息
(1:05:35)替代工作流程:从RBD驱动FLIP
(1:25:53)其他/摘要