Gore Effects: Part Two
Since I had the chance to write my previous gore article, times have changed. I’ve also had the chance to work on various other gore effects. Plus, some other amazing other Houdini gore tutorials have been released. The various techniques have enlightened me, and I figured it was time to revisit this topic.
Link to part one: https://www.katexagoraris.com/creating-bodily-fuilds-in-houdini
Disclaimer: if you are squeamish, this probably isn’t the article for you.
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Intro:
Tutorials:
Before we get started on our deep dive, I want to point out the amazing tutorial artists out there who have taken their time to touch on this topic. I recommend using these tutorials if you want to be a gore pro.
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Simulating Blood Splatters in Houdini: https://www.youtube.com/watch?v=TcWy4ig0BEE
Houdini Redshift - Vellum softbody tearing tutorial - Part I - Softbody sim: https://www.youtube.com/watch?v=2EqLi2r1Ccw
This is how you create Bloodbaths in Houdini and Redshift!: https://www.youtube.com/watch?v=i2Zk_u1Af1s
Building and Tearing a Flesh Portal for Diablo IV: https://www.youtube.com/watch?v=XauHIveIVuA
Houdini Redshift - Vellum softbody tearing tutorial - Part IV - Blood sim: https://www.youtube.com/watch?v=jFrv1V-wcyU
MK11 Blood Splatter From Houdini to Unreal Engine Niagara | VAT | RBD to FBX |: https://www.youtube.com/watch?v=NgW6ukL5g_4
Boiling Blood in Houdini Tutorial: https://www.youtube.com/watch?v=zLMV7cty2P4
Compositing Blood Tutorial - ActionVFX Quick Tips: https://www.youtube.com/watch?v=YJl_dWeOLlI
Blood VFX Pack - TUTORIAL 01 : How to implement blood spatter [NIAGARA / Unreal Engine]: https://www.youtube.com/watch?v=fwMe7KV_wck
UE4 VFX For Games - How to create blood textures, shaders and particles!: https://www.youtube.com/watch?v=J3pVQrElBcE
The Flippy Murders: https://www.rohandalvi.net/flippy
Houdini Tutorial | Yolk Albumen Simulation: https://www.youtube.com/watch?v=SDMgQ9HfVaE
Houdini 19.5 Tutorial: Melting Goo (Viscosity Fluid sim): https://www.youtube.com/watch?v=BMvIPA1ehfg
Creating Realistic Saliva in Houdini FX: A Step-by-Step Guide: https://www.youtube.com/watch?v=SyG3djUaUUc
Let's Make Some Drool || Houdini Tutorial: https://www.youtube.com/watch?v=toi4Y3bmerE
Houdini | Procedural Drool and Saliva (Part 2): https://www.youtube.com/watch?v=7j75qESxyUY
Houdini Muscle System Tutorial - Muscles - Part 01 - Wild VFX: https://www.youtube.com/watch?v=UU7jiX5TNVM
Patreon Course Preview - Tutorial #9 - Skin Shading & Sub-Surface Scattering: https://www.youtube.com/watch?v=di-AsfgQuG4
Stylized Skin Growth in Houdini: https://www.cgcircuit.com/course/stylized-skin-growth-in-houdini
Houdini 19 Tutorial: Creating Wrinkles & Rendering Them In Karma XPU: https://www.youtube.com/watch?v=zY8ahnF73A4
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Deep Cuts: Emitters:
-- Where and how should you emit something gory? - It really depends on what you are simulating.
Never emit blood, mucus, or any other liquid from anything other than the character or wound itself. I often see people attempting to place a sphere or a grid inside the object that has the fluid emitting from it. If you isolate the area on the character or object that the fluid should be emitted from , you’ll have smoother interactions and a more realistic emission.Emitting from an object that does not match the wound will cause fluid to be emitted in unusual places, and may cause the fluid to interact with the collision objects weirdly.
You might have to layer emitters.if you are dealing with a wound that has blood emitting from arteries and veins. Blood coming from arteries moves faster, and probably will have a larger starting velocity than the rest of the blood. This means you can do one of two things. Make two separate emitters, one with a larger velocity than the other. Or you can randomize or localize the velocity in certain areas of the emitter.
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Attributes:
Attribute control is some of the most important things you can do in gore sims.
If you are working with FLIP simulations, or POP Fluids, you most likely will be working with various attributes. Mass, velocity, density, etc. A lot of these attributes can be controlled and set up pre-simulation.
For example, let’s say your goal is to create an accurate simulation of a head explosion. There is going to be the initial pop of the skull cracking open, the blood and flying debris, the blood pouring out from the neck, slower blood trails flowing over the neck, etc. You'll have a lot of simulations to layer, and need to set that up extremely efficiently. Not to mention, control the overall timing of everything.
When creating simulations, 90% of the problem is always something to do with the emitter. 90% of your time will be spent modifying it, and the incoming attributes. Simulations just take the information they are given, and act accordingly on them.
By controlling attributes such as viscosity, mass, velocity pre-simulation, you can move faster through your simulation. Plus, if you edit attributes pre-simulation you don’t have to wait for the simulation to playback to see the changes, switch houdini over to manual, and have more confidence that the changes in the attributes are correct even before they are simulated.
You can easily create sliders and fit statements in Houdini with attribute wrangles for attributes to accurately animate timing of attributes to your shot. For example, let’s say your supervisor wants the velocity of the blood from your character’s neck (post head explosion) to slow down with each spurt over time. You could use this wrangle method to slowly decrease the velocity vectors over time. Which in turn will lower the starting velocity per frame.
This method is also great if you have multiple holes that gore needs to be emitted from, but need different areas to emit liquid with different speeds.
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