Fluid and PBD simulations can now be distributed to multiple nodes on your farm to create and manage bigger sims. Distribution allows artists to work beyond the capability of any one computer and the results fit together seamlessly when rendering. A FLIP fluid simulation with a billion particles or more is now easily achievable.
In recent releases, advances in Houdini's FLIP solver and distribution capabilities have enabled very large scale liquid simulations. However, the data sets produced by such large simulations can be unwieldy to save to disk and produce renderable surface meshes and secondary elements. This Houdini 15 Masterclass describes production-oriented additions to the Houdini FLIP toolset that provide compression of large FLIP simulations for optimized post-simulation workflows, including surfacing and whitewater. We also examine the new ParticleFluidSurface::2.0 surfacing asset and shading features, as well as improvements to the FLIP solver velocity transfer and the new Viscous Fluid shelf tools.
This lesson teaches you how to set up a FLIP fluid waterfall in Houdini 12 using a specially designed emitter. You will then learn how to use velocity and surface information to generate white water and splashes.