Liquifying geometry

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15.04.2022

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Organic

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Houdini 19.0

Description

Creating liquid splashes from trailing points through curl noise and blending it with the base mesh.

1 Process

In order to liquify part of a mesh, we scatter a few points at the cutting area and some other random surface locations for more variety.

Next we'll guide these points through a curl noise field and trace them to get curves.

On the resulting curves we scatter, jitter and replicate a few more points to mimic droplets.

The curves' lengths will be remapped into point scale values which will define the iso-surface's radius of a VDB volume.

Lastly we may want to blend the liquid with the left-over part of the inital mesh using a smooth minimum function and convert the surface back to a polygonal mesh.

2 Result

Rendering by Nelson Noa, https://www.instagram.com/nelsonnoa/

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Downloads

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Videos

Liquifying geometry with SOPs – Houdini Tutorial

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