that substance shader is sweet looking i like the gibs!!
that substance is gnarly. HOwd you do the blood splatter? render out an an animation from Houdini?
Thank you! I’m more of a material wizard and I barely used substance designer in the past but after taking a look at these master tutorials. Man, I’ll be using substance for like everything haha.
Actually I just rendered out a mesh and controlled where it dissipates with the alpha over time in cascade.
I got the idea from Andreas’ tutorial about Splash Meshes from Houdini: SplashMesh! // Andreas Glad // Houdini for Games on Vimeo
oh wow, i’ll have to try that ! thanks
Yeah, works really well! When you get a mesh in there it responds to the light better than a plane would. If you’re having any issues or what ever feel free to PM me
This is my first time really doing a fluid simulation in Houdini but with a little help it turned out acceptable haha. I’ll continue to work on it but I wanted to make sure that it worked in real-time. So here it is!
Please if you have any notes, I would love to hear them!
nice! i really like some of the shapes you were able to get out of the fluid sim. especially those really stringy ones at the edge that just slap down. is there anything specific that you think helped get you some of those shapes?
my one critique would be how it’s almost symmetrical. i would add a bit of angular velocity to it to give it a little more of a direction. something that helped me out that was suggested to me was rotating my collision plane so it had a bit of a downward slope. i also used a bit of slip on collision after enabling viscosity on the flipsolver node.
thats all of course if the impact is not just dropping straight down.
Most of the stringy shapes I think came from playing with the viscosity of the fluid.
That’s a good note I was thinking it needed to be a little bit more asymmetrical as well. Also, great suggestion about rotating the collision plane. I have one section that just takes so much longer to drop than the rest, so I definitely will try that!
Hey guys! I’ve kept busy since the last post. Here’s some progress, let me know what you think.
Note: I still need to make it a little less symmetrical and raise the sim in Houdini. But, before I cached out another one I wanted to get some input if you guys have the time!
I like your first one alot! Like the addition of the different meshes to it to give it that flesh feel to it. For the second I think it just needs a second pass on those slaps- like the only way I can think to describe it is like flicking paint in slow motion? The closest video I have found is this one, but it just seems to me the last bits of it are lingering just a bit too long before they hit the floor. Like they are hesitating in a way? Take a gander at this- it was the closest I could find to sort of what you are doing? At any rate maybe it could be inspirational?
Que this is some interesting reference man, thanks!
Yeah currently I’m trying to get the piece that stays so long to be faster. Having a little trouble with the sim, but should be fixed today or tomorrow!
Do I ever feel that. First time in Houdini for me so the other day I had the sim just bug completely out because of a bad expression so I feel that. Can’t wait to see the update!
Haha, it’s a fantastic program but unusually difficult to master! I’ve been messing around with it on and off this past year and still feel like I know nothing at all!
I’ve been a little busy with finals and I had a few problems with a blueprint in UE4 but this is a sim I’ve been working on. Let me know what you think
looks good, but its actually in slowmotion
excellent I really like the movement and the interaction on the body
Thank you man, I imported it as a vertex animation. But it’s looking a bit funky so hopefully I can get it looking nice in real time
Today has been a long day! So I fixed the animation issue causing those triangles here
But then I needed to explode the head so I exported the mannequin and divided the geo in two so I could keep the body intact. After that I had a lot of issues for some reason Houdini wasn’t taking into account the velocity. After 3 hours of trying to figure it out I rebooted my computer and it worked just fine… So here that is!
Next step is put it all in engine!
I put the liquid sim in the engine but am having a seriously hard time getting the rdb simulation in. I’ll keep looking at it this week but I’m out of time!
This was an incredible learning experience for me. Despite some times I wanted to pull my hair out I got a lot out of it! Bunch of fluid simulations, some cool brain material, got to use my material made drops, played with blood mist and mesh emitters. ALL GOOD STUFF.
Thank you everyone for checking out my post and I wish all the best to everyone else!
I’m so honored to get first place, thank you everyone! I couldn’t have done it without the fantastic community and constantly helping one another out!
I will continue to work on this project for a little bit so everyone is welcome to check it out and give feedback
Actually this morning I was able to kill the particles that hit the floor using a volume and attribute wrangle node in Houdini. This is to get two separate simulations so that the blood has more time on the ground and dissipates smoothly.
Here are some shots in Houdini:
Sim with killed particles
Sim with only floor particles
Then exported the initial splat to Unreal Engine
Still needs some fine tuning to timing and material for more of a blood feeling haha. The biggest problem I have with it though is that there isn’t as much as the explosiveness with the liquid because it’s calculating the geo.