HS-224: Liquid SOPs
Students should leave this class with a new perspective on how to approach building liquid FX in more art directable ways, and discover new approaches in breaking down FX tasks into smaller manageable chunks.
Learn procedural ways to mimic liquids without diving into DOP simulations. This class will show slimy drool, bloody trails, surface water droplets, and a flowing river.
All of the builds in this class will be made entirely with SOP nodes, and will showcase various techniques using common SOP nodes, primitives, curves, VOPs, and VEX to allow you to art direct your creation.
Files
Discord
1. About Instructor
2. Resources
3. Show Rendered Results
1. Water Glass Pour Ref
2. Separating Elements
1. Rock Surface Geo Base Setup
2. Basic Curve and Create Pattern
3. Drop Curve to Surface
4. Groove Displacement
5. Collider
6. Animate Growth Timing
7. Apply Growth Attribute
8. Drop Curve into Groove
1. Shape Blood Geo
2. Setup Path for Blood Pour
3. Add Animation Details
4. Blending Curves Together
5. Taper
6. Q&A: Are the Vectors only being Pushed Down in the Y?
7. Attribute Transfer Ripple Surface
8. Surface Collision
9. Q&A: Is the Surface you are Sampling in the Object Merge?
10. Q&A: Is the Volume Gradient a Vector?
11. Finishing Touches
1. Q&A: The Intersection Motion seems to Stop Abruptly
2. Q&A: Over Time will the Noise get Finer and Finer?
3. Q&A: If the Solver is Incrementing it that way isn't the Multiplier doing the same thing?
4. Q&A: Is there a way in VEX to say go back to the Beginning and Start Again?
5. Tip: Adding the Time Value rather than Multiplying
6. Few Notes before going into Karma
“Great class as always. Looking forward to rewatching it. ”
“Amazing class @David Torno | Educator ! Thank you!”