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Introduction to Houdini: Fluids

Simulating Fluid Interactions with David Silberbauer

Description

David Silberbauer teaches how to create a simple fluid-interaction shot of sharks in an ocean in this new 4.5-hour workshop. He begins with warm-up exercises that show how to set up simple fluid scenes using Houdini’s built-in shelf tools. These introductory lessons offer a fun way for aspiring Houdini artists to become familiar with FLIP fluids and understand the differences between DOP and SOP setups. While these setups are fundamentally the same under the hood, understanding how they work is critical when setting up shots.


Moving into white-water setups, David continues to demonstrate the differences between DOP and SOP workflows, explaining why artists would choose one over the other. From there, building on the experiences learned, he jumps into shot work, starting with bringing in a shark animation before setting up a basic ocean tank. His setup does most of the heavy lifting, connecting nodes, channel referencing, and adding default settings that work well out of the box. He talks through all the key settings so artists can adjust them as needed to achieve the right look.


From there, artists are ready to start the first FLIP simulation using the shark animation in the ocean tank. David explains why it’s always a good idea to have this simulation dialed in just right, since it will form the basis for other elements of the effect. With the sim setup in place, David then leads the build-out of a white-water system to mesh the fluids. He demonstrates how to extend the ocean using the ocean spectrum and how to smoothly blend between the ocean spectrum and the FLIP simulation using volume masks. 


In the final stage, he shows how to bring in all the elements and assemble them in Houdini Solaris. He also walks through creating materials for the shark* and the featured Poly Haven assets. David discusses how to inspect the Houdini ocean procedurals and adapt them to control the water's appearance. With the technical work completed, it’s then time for artists to tap into the creative right side of the brain, learning how to set up two basic day and night lighting setups. His workflow wraps up with adjustments to the Karma render settings to achieve an optimal final render.


*The Shark model featured in this workshop and available to download as a project file is courtesy of the Digital Life Project at UMASS Amherst (Digital Life) and the University of Massachusetts at Amherst (www.umass.edu).


Duration: 4h 37m

Format: HD 1920x1080

David Silberbauer

VFX Artist at Sunrise Animation Studio

David Silberbauer is, by nature, a procedural artist. He loves building systems in Houdini that can be manipulated and played with to achieve different and seemingly endless results. He currently works at Sunrise Animation Studio as a VFX Artist, and in his spare time, he likes to get lost in the massive world of Houdini. He is deeply inspired by nature and enjoys trying to replicate natural patterns and textures in his art and using Houdini.


Follow David on Instagram @d_silberbauer and follow his career on LinkedIn

  • I had the great pleasure of working with David on a short film for the Star Wars: Visions anthology, where he served as the Set Dressing lead. David is a true Houdini wizard. Using elegant procedural setups, themselves a thing of beauty, he has created the most stunningly gorgeous environments at scales that are truly staggering. David has forever changed the way I work.

    - Jan Schoeman
    Senior Environment Generalist Houdini at Skydance Animation

  • David has a strong eye for detail and a very good understanding of the Production Process. He [is] always willing to accommodate other departments with FX and Set requirements as well as assist his fellow Artists where needed … David is a brilliant and accomplished artist who I would highly recommend for any 3D animated project.

    - Callum Verster
    Production Manager at Triggerfish Animation Studios

  • What a champ! No matter the task, [David] always nailed the work. Across the projects, [he] played an incredible roll and [was] responsible for developing some of the most complicated tasks.

    - Kyle S Maier
    VFX Supervisor at Triggerfish