Irinel Papuc's profile

IPD3D /// Beaker CGI

IPD3D /// BEAKER
Starting the tutorial or better saying starting the study on 17.01.2018 and finished every substep on 07.02.2018. Worked almost every day on it and had many problems to solve along that „journey“. So first step I had to tackle was the bubbles in the beaker. Here I could just follow the nodes from Tim‘s breakdown and didnt had much truble with it. Second was the water itself. That was not that easy. However some things turned good quite quickly so I could move on. The next step took me a while to understand. The wetmap was hard to do. There are not really many tutorials out there and Tim unfortunatally could not go into the details I needed for that. So studing around the web, turned my head around attributes, bluring, fading and transfering till I found a satisfying solution. So with the wetmap ready I could move further to the drops falling down the beaker inside. That was a pain in the a.. Just when it came to the important part some nodes werent shown by Tim and I was LOST :D! There it was the huge lack of knowledge. How to make some particles falling down was not the problem. Making lines from these particles and shape them like drops was the main problem. After two or three days trying almost every tutorial source from side fx to entagma and some of Simon Fiedlers tuts I could get the result I was searching for.

Well, drops, water, bubbles and wetmap done. The steam and fire were left to make. The steam was actually not really hard to achieve but to be honest most time I couldnt use or copy 1 to 1 from Tim because I simply didnt knew enough to explain the details I needed. So I took the first steps for most cases from Tim and dig like a blind mole in the web around to find solutions. Sometimes it was frustrating because I wanted to solve problem F and for that I had to understand A first so going every time some layers deeper to understand the mechanics. So the steam was fairly easy to achieve but the end result wasnt that good. The sim left a volume at the bottom which penetrated the water and made the hole thing left a big mess in the renders. So I figured out a way on how to bool the volume with another volume and in the end just emitted steam from the very top surface of the water. That worked quite good. Fire under the beaker. Next problem. Following Tims tutorial I thought I can get easy through this. Making just volumes from the animated geo seams really easy. But it looked like a mess because I was missing the temperature and density to make a believable fire. So I ended up simulating fire with the shelf tools.
So far so good. Had everything done for the data. Now I had to put all togehter in octane for C4D. Not very hard except that WETMAP! How to get the wetmap information via alembic out of houdini and implementing it in octane was a mistery for me. How I can promote these attributes like vertex information for C4D? The thing was that I was askig the wrong questions. The right question was how to transfer colour information (which octane could handle) to C4D. Easy one (LIE!!!!) I had already the colours beeing black and red to define my wetmap, but Octane needed a good old greysclae value to work properly. So building fast a colour ramp, making sure that just the inside of the glass was affected because I wanted the outside of the glass still have a clear glass material and exported that as alembic. Voila!
The last thing was the motion blur for the bubbles. Again a little problem which I could solve with exporting again some vertex colour but this time I had to transfer the velocity of the bubbles inside houdini in a vertex  colour tag for octane. The rest was just putting all together.
Thanks for reading :)!
Enjoy and have a good day.

RESEARCH AND DEVELPMENT:
IPD3D /// Beaker CGI
Published:

IPD3D /// Beaker CGI

Published: