Introduction

Hi everyone! My name is JC “wHiteRabbiT” Cavadini and I am a Technical Artist / Sr. Unity Developer. I started my 3D journey with DirectX6 and 3ds Max, did a lot of programming, shaders, made my own 3D engine (a 128-bit Quadruple-precision floating-point 3D engine in C#/C++), also some Android games and, recently, I discovered Houdini.

Houdini is a reunion of what I always liked, from modeling to programming, and what I always wanted to achieve, for real-time purposes to deep baked simulations.

As I was willing to have a good overview of its capabilities and learn fast, I took the CGMA course Introduction to FX with Houdini.

Software Experiments

I experimented with various simulations (such as destruction, clothes, etc.) in 3ds Max or Blender, played a little with After Effect but to this day, none of them has this straightforward capacity of doing it so easily, and above all, in a non-destructive way.

Houdini can stay fully procedural and always offers the possibility to tweak any value from the start to the end of the setup, at any time during the production.

Which is, in addition to being very powerful, extremely handy allowing to always keep an artistic control.

Course Assignment

This project was split into 2 different tasks.

The first week was focused on the fluid simulation and the white water (and foam) generation.