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Simulation d’océan déchaîné sous Houdini, par Boris Bruchhaus

Temps de lecture : 2 minutes

Houdini

Boris Bruchhaus présente Open Ocean Project 2, une version revisitée d’un vieux projet : un navire affrontant la houle sous Houdini.
On trouvera quelques détails techniques sous la vidéo.

Houdini openOcean v2 final from Boris Bruchhaus on Vimeo.

Voici également quelques précisions techniques données par l’artiste :

– water base: custom wavelayer setup (reseeding flip-particles to refresh ocean layer every 100 frames), single sim, 41 Mio particles
– foam/bubbles: custom whitewater-setup (advected POP), clustered simulation on 4 machines, roughly 30 Mio particles
– spray: custom spray solver (POP) to replicate liquid behaviour, clustered simulation on 4 machines, roughly 26 Mio particles (less memory needed than flip, could go a lot higher on 32gig machines)
– ocean: 4k resolution, ocean-foam: custom POP-foam-solver (same for spray), clustered simulation on 4 machines, roughly 55 Mio particles
– ocean-mist: standard pyro sim (clustered again on 4 machines). cached out only density because I ended up having 400 Mio voxel for each cluster (area is so big)
– spray-mist: standard pyro sim (single sim), roughly 490 Mio voxel
– everything simulated and rendered with houdini 15 on 32/64 gig machines
– 325 frames simulated, disk space about 6.5 TB (kept only 1 version of each layer)

It was really handy to write out proxy-files on the fly (custom cache-ROP). Otherwise it would have been really difficult to handle all this data. It would be nice to add a wetmap-layer for the ship as well as a bit more random lifespan for the foam, but I’m running out of time .. after all it’s still a personal project 🙂

For comping I tested out Fusion 8 .. made a good impression (although I’m not a real comper)

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