In this talk, I’ll be presenting a few techniques for creating “fake liquid“ effects in Houdini. By “fake“, I mean non-simulated effects that appear liquid-like in terms of stylized motion design. This is basically volume-building on steroids. I’ll be sharing some setups I’ve created and used in production that lean heavily on the VDB toolset to achieve super flexible control over liquid-like behavior in SOPs.
Mark Fancher is a self-taught artist with over a decade’s worth of experience working in computer graphics. He specializes in simulation and procedural design in Houdini in his work as a Senior Motion Designer at Already Been Chewed, and has worked with brands such as Under Armour, Adidas, Nike, and New Balance. He is also the creator of the “Stop Being Afraid of Houdini” course on .