In Part 2 of this tutorial, we’ll learn an efficient way of sourcing smoke from our mesh. After that I’ll show you how to render the geo & smoke at the same time whilst still maintaining separate passes. I’ll show a nice easy way to render custom object buffers & take a look at adding […]

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In Part 1 of this tutorial, we’ll start by setting up the emitter, dynamics & mesh for our main lava sim. After that’s completed we’ll create a secondary dynamics system consisting of temperature based particles that will impact the main sim to create tendril like strands and splashes. Watch Part 2: http://www.visualfxhub.com/tutorials/houdini/houdini-lava-like-a-boss-part-2/ The FREE project file […]

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