VFX #9 - HOUDINI RnD NEBULA 2 (FLIP SIM, FLOW NOISE)
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Like the previous video, this episode is dedicated to my R&D on nebulae under Houdini.
This time I based myself on a FLIP simulation driven by aanoise, aaflownoise and turbnoise.
I'm quite happy with the final shape though there is still some noise due to the computing power of my PC which is not so huge.
The final simulation contains ~ 250 million particles and required more than a full week to render!
Here is a brief description of the process:
Houdini:
1) Creation of a FLIP simulation. A popvop is used directly in the DOP network in order to drive the movement of particles: I used mainly 3 different type of noises: aanoise, aaflownoise and turbnoise
2) Caching of particles
3) Coloring of particles based on their age attribute
4) Rasterization of particles
5) Creation of a starfield: based on a POP simulation driven by some noises to give them interesting position in 3D space
6) Shader: the default fireball Houdini shader with some tiny custom tweaking (density, shadow intensity, etc.)
7) Lights: I placed 3 area lights to have a basic 3 point lighting setup then I randomly positioned 15 colored spheres that I used as geo lights
8) Rendering: Mantra
Nuke:
1) Tweaking of the different light passes: color correction, hue saturation, glow, etc. and merging them together one by one
2) Adding of "volumetric lights": basically I used my Z-depth pass as a matte in order to fake some fog-like lights
After Effects:
1) Final color correction
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