{ "text": " and welcome. I'm Stavros of Hianos. I'm a senior FX artist based in Greece, with more than 10 years of experience in the VFX production field. I have worked for various clients and VFX studios throughout these years, and the majority of the projects are mainly for TV, but I have also worked on films. My passion is doing flip simulations from small scale to large scale, but I also love doing RBD, smoke and pyro, and particles simulation effects. So in this tutorial, the idea is to learn and explore how we can combine many rigid body dynamics objects with flip fluid particles together in Houdini. After doing some testing with many objects. I have found that RBD-packed objects, this node, doesn't work correctly with FlipSolver when using it as an effector type for a mutual relationship. That means that the interaction between them is unstable. And this node here, we can't use it for adding many RBD objects, so if in this case let's say we have 200 objects we can't add 200 nodes. So we will use RBDFractureObject for this one and I will show you a way of doing Istanbul interaction and we will be creating as an example a bowl with cereals and we will pour some milk on top of them. My final result has around 180 RBD objects and approximately 3.5 million flip fluid particles affecting each other smoothly. By doing this example, we will also learn how we can achieve a nice surface tension effect, making a small scale flip simulation by pouring some milk on the cereals and creating splice tendrils and droplets and also fill the bowl and make the cereals to float. Let me show you roughly all the setup that we will build. This part up here is only importing and preparing the geometries, the cereals, and this nodes over here are are the proxies. We will do the initial state of the cereals with the rigid body simulation over here and reconnect everything here, all the geometries. We will be creating all the emitters for the flip simulation over here. and we will make some custom stick field over here. Finally, we will do all the interaction here and import everything back and reconnect. Do some wetmaps over here and finally the messing. and we will also do some shading and reddering with Arnold. We will be using Houdin 19 and Arnold 7.1 and I also want to show you the links here. I will provide the links. These are the models that I have used for this tutorial. I have downloaded subflakes and here some torus and some spheres and this one is for free is the HDR and just a wood texture for the floor. You can use your own shapes, your own models, I mean, and your own textures. have some textures here, but especially if you go for a close-up shot you should have better models and with much more details I believe. These are some nice models and will do for this tutorial, so feel free to use your own models and textures and experiment with this. And my computer specs, I'm using an AMD Ryzen 9 16 core processor with 128 gigabytes of RAM and an NVIDIA GeForce RTX 3080. Depending your computer specs, you should go with lower resolutions. And I think this is pretty much everything I wanted to show you. So. Let's start. See you in the next chapter. Hello and welcome in this chapter, we will import and prepare the geometry that we're going to use for our simulations. So let's start by putting down a geometry node and rename it. Let's say, RBD and clip interaction. and let's jump inside and put a file node and open the bowl fbx geometry. We can see some attributes that we don't need in the geometry spreadsheets, so let's delete them. With an attribute delete, shift plus s to change the line of the connection. And let's delete the rotation, the scale and then translation. Let's check our UVs, if there are any. Now we have some UVs. And let's change this to polar. Much better. And let's fix the boundary seams. Nice. So let's add a collision source node to prepare the collision of the bowl. And let's put a node. This output is going to be our bowl Geo. and another null for this output and this is going to be our bowl bdb so let's change the voxel size here something like 0 0 1 And yes, we have one GDP. Nice. So let's import the flakes. With the file node, let's go to the dry corn flakes. and let's check what's going on here, they are huge so let's scale them down, put a transform and scale them down a lot like this, press F, nice. And what we need to do is to check where is our ball geo. Let's place them in the way axis a little bit up, like this, or something like this. Nice. and I need to blast one of them. So let's put blast node and delete node selected and pick by double clicking one of them. Let's say this one and press enter. So now we have to center the pivot putting a transform again and place the flag in the center. So here the people transform, we're going to write $cex for the x axis, let's copy this, press enter, and let's paste it here and change it to y, and here to z axis. So if we press center, we can see that we have our pivot in the center. So we can place this in the center of the board. Let's change the view in the side view. rotate it, something like this, nice, and maybe scale it a little bit up. All right, now we have the flake in the center and we have 128 polygons. Let's add some more, let's add the divide. And now we have 256, yes, a double. 56, yes, a double. All right, now we have to scatter this flag geometry to some point, so I'm gonna put a sphere. Check where my ball is again. Check the sphere. and place it, let's change the radius or something like this, center it a little bit more up, scale it down and put some more frequency here. Let's change the type to polygons and frequency to 20 and I'm gonna add the transform node and change only the y-axis nice something like this so let's scatter some points in the sphere and change the count to 35 let's say and add the copy to points, not to curves points, copy to points and let's copy the geometry to our points nice something like this but I need to be more random in their orientation so I will add attribute randomize here, change the name to something like orient let's say, and and change the dimensions to 4. That's it. We have a nice orientation. And you can change also the seed to have another variation, something like this. nice and we will do the same for the other flakes too so let's copy the transform and the file nodes over here nice and blast one more of them let's say I'm gonna blast one flake in the middle and again put the blast node, delete none selected and double click on the flake and hit enter. Alright, so let's put again a Transform node and change the pivot in the X-axis, in the Y and Inset. Nice, we have the pivot in the center. Scale it up a little bit. and let's place it more or less in the center of the scene, like this, rotate it this axis something like this and again add the divide node to add some more polygons And another sphere node. again it's radius gonna be something like this and let's change the center let's check it in the perspective view let's change this to polygon Let's change the frequency. And now I want to see where is my previous sphere. Let's visualize. And see. All right. So I'm going to change the scale to something like this. Nice. Add another Transform node here. And change the Y-axis again. Nice. we have placed the other sphere inside the previous one. And we're going to do the same, cut there some points again I believe 35 points are ok we can change the seed and copy this node over here and this one also. and let's see, nice, we have a second variation of another flake, scattered, and let's do the same again for another flake, so I'm going to use four different flakes, so I'm going to do this four times so let's see where are the flakes here and We will put another last node and again delete none selected like before and pick another one. this one hit enter and again we have to change the pivot dollars s e x copy this to the y axis change it to y copy this to the z axis and change this to z and we have the pivot center again let's visualize the bowl nice and let's change it to the front view rotate the flake, first we can place it here and now we can rotate nice and scale it also a a little bit like before and add the divide in the copied points. Connect it here. Again we have doubled the polygons. Add a sphere to scatter this flake also, like before. like this one we can change the radius, place it in the center by 0.5 and now what I want to check is the scale of the previous one and the scale of the new one. So I'm gonna scale this one, let's say more, something like this. okay nope I'm gonna undo this and do it here change the frequency again and change the scale here, nice like this, so we have the scale here and this scale here. So now we can add another transform And change also here by 1.5 I believe also. Yes. scatter some points in this one. And again I'm gonna put 35 Maybe change the seed again here. Do something like this. All right. copy the attribute randomize and connect it here. Nice. We have the third variation of flakes here. Let's visualize the ball. Nice, we are inside the perimeter. And we're going to do the same for the last flake. So let's do the same again. Let's copy these two over here. and let's add a Blast node to pick another Flake, delete non-selected, and let's pick maybe this one nice and again let's put transform node to change the pivot and place it in the center and dollar C-E-X. It's a standard process that we have to do. It's quite simple. Scale it up. And place it in the center. or less like this. Nice. Add a divide node. And... Copy to points here. So let's visualize the previous sphere and add another one. Let's see. Change the radius to 0.6. 0.6 And Yes, also the center And changes to polygon frequency 20 So, let's see where is the previous one? The previous one was here. So I think something like this, yes, will work. and copy this transform over here. Let's see. Nice. Scatter. copy this one and maybe change the seed here in the global seed changes like something like this And what I'm going to do for this one is going to be another node that is called point cheater. I want to cheater a little bit these points. This is too much, so let's scale this down. Let's change the axes. You can play with these parameters. Something like this. I might copy this one here also. Nice. nice and copy this attribute randomize here and let's see all right that's cool and This is pretty much for the flakes. So let's put a merge node to see what we have here. connect all the flakes over here and visualize. Nice. So we have a variation of our flakes scattered. And here is the bowl. So let's check it from the top view. Nice. We have all the flakes inside the perimeter of the bowl. So what we have to do now is to delete a few of the flakes that we don't need that might be annoying, inter-prenetrating each other. So we can add the connectivity node over here. We can check the name and we can change this. So I'm gonna change this to primitives and this is gonna be my name, my name attribute, It's going to be a string and we can rename it like lake underscore and now we have changed the name in our flakes. So I'm gonna put a blast node, delete non-selected, and I'm gonna choose few of the flakes that I don't want and delete them. In this way we can also our direct let's say how we want the flakes exactly to be we cannot whatever we want like fruits and other kind of cereals And this is pretty much for the flakes. We have to do the same for the rest of the serial. So, I'm going to blast these ones. Keep these ones. maybe delete few like this one, few more like here and here. And I'm gonna put also pick node to give a distance like small distance not much, like this one. And yes, this is pretty much for the flakes. Let's do the same for the serials, the rest of the serials. I'm going to put a file node and go to the serial drinks. Let's see. Okay. These ones also huge. So let's put the transform node and scale them down like before, like 005. it's visualized where is the ball, place them a little bit up, yes, something like this, and let's use a last node again and last one of the rings. Delete none selected, pick one, say this one, maybe. And again put the transform node. And we have to center this serial link in the center. So $SEX, let's copy this here, change it to Y and this to Z. Maybe change the position, I think the scale is ok. And I'm gonna place it here, rotate it a little bit. and yes this is pretty much for the ring do the same with the copied points here and add another sphere to scatter some points Let's change the polygons frequency and change the radius, center and scale. Nice. nice let's cut some points I'm gonna cut 30 points here change the sheet nice, and copy this attribute randomize node over here, and These are our serials, ring serials. Nice. And we will do the last serial that is our chocolate serial ball. I'm going to copy this and change to colorful serial ball. Let's check them. And again we have the transform node ready. I'm gonna change a little bit y-axis here, something like this. And yes, let's put a blast node over here. And again, delete none selected and let's pick one of them and hit enter. And add a transform. center the pivot like we did before here and the y-axis and here on the z-axis and place it in the center like we did with the ring something like this And we can copy this sphere. Well, I'm gonna copy everything from here and this one over here. like this. Yeah. And let's merge everything together. I'm gonna merge the flakes, the rings, and the chocolate balls. Now what I want to do is to add this connectivity node to my other serials over here and just change the name to let's say torus and copy this one here also and change this to sphere. And now we have changed the name in our serials. we have the correct name. So what I want to do is to check if there are some interpenetration between the geometries and nothing special here. I'm gonna use edit mode to edit some of the serials like this one let's say. I'm gonna move it here And pick this one and move it over here. do the same for every geometry, but I want to change the position. back and let's check where is the edit it's over here so I can place it let's say here and now I can visualize. Alright, let's do the same here. And we can also add a subdivision level because we can see that the geometry is pretty low. So let's add a subdivide node over here. And yes, it's much better like this. Let's do the same for the spheres. Yes, it's much better like this. And yes, this is pretty much everything for the preparation of the geometry. We can cast this out. We can cast out flakes. We can cast out also our rings and the bolts. So for the last thing I want to do is to check some spheres over here and edit them like this one nope I need this one nope Let's do it again. And let's place it here, nice. copy the edit, cut it and copy it here. And for the last thing I want to play some nodes. So here I'm going to add subdivide and I will subdivide my geometry here this is before and this is after and I'm gonna call this one outflakegeo and this one I'm gonna copy this one and and rename this to Outflake Low Geometry and here is our height and do the same over here I'm gonna put another subdivide and place it here and here Nice, so this is pretty much everything for the geometry preparation that we have to do. In the next chapter we will check about how to do the proxies and continue in the following chapter. Hello and welcome. In this chapter we will create the proxies that we will use in the rigidbody and flip simulations and also we will add an extra layer with few flakes so we can have an interesting splice interaction with the flip solver later. Before starting I just wanted to show you guys that I have cast out just one frame from the torus and sphere geometries. Just disable the time-dependent cast and cast it out. and also I want to check if the geometry is closed and we don't have any holes so we can just add Add a group node and change this to edges, disable base group and enable edges and enable and third edges. So we can see here that we have zero, so our geometry is fine. And let's make the proxies. What I want to do is pretty simple. It's a Voronoi technique that will help us later with the flake geometry. And the rigidbody solver will be able to read the geometry correctly with a convex hold. So let's start and I will put down a forage named primitive over here. These are below geometry flakes and connect it here and add the VDB from polygons. connect it here and let's change the voxel size to something pretty low yes something like this and I'm gonna scatter few points not so much, 50 I believe is okay. And now I'm going to add the Voronoi fracture over here and connect it. And let's see, it's cooking. And let's change it to visualize the colors. And yes, I like it like this. So now we have the geometry fracture. What I want to check is the name attribute. Before we had 89 pieces with the attribute name on the primitives. But after the fracturing we have 50. So what I want to do is to attribute transfer the name from over here to my fractured flakes, disable points and just pick the name here. So now we have again 89 pieces with the name attribute and the primitives and we can also check the name here. All right. I don't need any groups so I'm going to delete them with the group delete. and just put a star here. Alright. just cast this out I'm gonna copy these two nodes over here and just rename them And this is going to be the flakes folder and flakes cast. I just need one frame. I'm going to save it to disk and rename this also to flake proxy. All right. I also want to copy these two nodes over here and just rename them to Proxies because I don't want to do the same technique over here. I mean if you have any different geometry you can do the same technique depending how is your shapes. And what we're going to do now is we will add an extra layer with some flakes. So when the milk is going to hit on the top of the cereals, we're going to have an interesting splash. are directed as you like depending the shapes you have so what I'm going to do is to copy all these nodes from the flakes for different shapes with the copy to points together and I'm gonna paste it here and just delete this and also I will copy this nose and I will do the same like before I will place some flakes and make the layer that I want so what I will change I don't want the sphere here I will make a tube and I will enable this, I don't want the scale so big, so let's say small one and also the height I will play a little bit with the values over here, I don't want so many points, So let's say 7 maybe. Yes, it's okay. This is fine. And place this. Let me visualize where is the bowl. All right. and transform in the Y axis. Let's place them here. and also play a little bit with the point cheater and change these values and also I just want to change the orientation I want to... If the milk hits like this, I don't have an interesting splash, but if we rotate it a little bit, maybe something like this. Yeah, over here. And yeah, I want this orientation so when the milk will hit on the flakes we will have a nice splash. I mean we can redirect this more or less as we like. We can put some fruits also, some different kind of geometry. And let me do pretty quickly the same thing over here. Change some values. And here and here. It's the same thing like we did in the first chapter, more or less. And let's check them. And play with the values. Again. Maybe, yes. and play with the seed. Yes, all right. And do the same over here. And small variation. Yes, I like this, change the seed and the last one, let's check it, yes. I'm putting some Radon values and the sheet, alright. Let's merge everything together and we have to keep in mind that all the geometries have to keep a small distance between each other so we don't have a problem with the attribute name when we transfer it. I will show you how it works in a while so let's merge everything together over here, disable this and I will edit them, I just want to disable the color from viewport yes and disable also the UVs so now let's continue by adding a transform node because we don't know exactly where we want to move them for now. We will check it later in the rigidbody simulation, so I will have the transform over here. maybe transform it in the y-axis a little bit let's check again where is the ball all right and I think I have to move this Not so much, but no, a little bit higher. Like this. All right, that's cool. And like we did before, just change the name with the connectivity node. Change this to primitive, yeah attribute. Change this to name, string and just name this flakes extra. So we have the name that we want in this layer. And like before we can move them around and place them like we want. All right, so let's add also a pick node. and give a small distance like before, a small thickness and I want to add another transform over here, and place them over here. Alright, so we are almost ready and what we're gonna do is copy this node, the subdivision node, because I want like the high geometry over here and the low geometry over here so rename this to flakes extra geo and copy this, this will be the load view. And let's make proxy like in the previous flakes. I'm gonna copy paste everything again. I'm sorry, I just want to disconnect these, alright, and connect it with the new flakes with this layer, just leave everything as before and let's see the Voronoi fracture. Okay and now is exactly what I wanted to show you when we transfer the name attribute. If we don't have a distance we will have a problem and it's really important to keep a small distance. I'm gonna edit this and like before we can cast this out just one frame and we are pretty ready to go with the rigid body simulation. So this is for the proxies and see you in the next chapter guys. Hello and welcome. In this chapter we will create the rigid body simulation so we can set the initial state of the cereals in the bowl. So this is a layer that we did in the previous chapter, I just edited a little bit more and kept the distance between all the flakes and also I have changed the bold geometry from an fbx file to an alembic one, it's lighter, better to work with, so let's continue by adding a dope network and rename this to rigidbodyRVDCM. We will build the rigidbody simulation inside later. I also want to add a dope import and copy the name here and just change this to great points to represent objects, we need only the points of the rigidpad simulation and I need a filecast over here and we will filecast all the points, let's give a color yellow one and this will be a time-dependent cast so I want to connect all the points with the proxy geometries and also with the subdivided geometries so we will use a transform pieces node and we will connect the points with all the proxies so let's merge these three proxies together over here and connect this here we also need the timeshift and delete this. Just keep one frame, the first frame, connect this here and this here and we have all the proxies connected with the points. I want to do the same for the subdivided geometries so I will copy these two over here and just pick all the subdivided outputs this one this one and this one and merge them together over here. So we have connected all the points with a subdivided geometry and with the load geometry. We will need to cast out only the last frame of the simulation these nodes so let's also give a color and we need only one frame and do this also for the load geometry and I want to do also the same for the extra layer we can have it separately here but I want to change the time shift because the extra layer will be activated in frame I believe 125 so I will change this and I need to change this will be below so let's change the first output with the flakes extra proxy this one this one with the subdivided over here. Alright, nice. So let's have everything together here. The low and the subdivided. So this is pretty much for the connection with the points, so let's start building the simulation. We need few nodes, gravity node for sure. and also we need to merge the rigidbody solver with a static object this will be the bowl because it's a static I will use static object and a static solver and connect these two over here. So we also need a drag force so we can settle down everything to be more calm and connect it here and I want to merge all the serials together and I will import them by using an RBD fractured object and let's start with the flakes and we have to change the path to outflake proxy and here are the flakes. So let's enable this and I'm gonna use only the surface so I will disable the volume based method and enable triangulate and let's Let's check them how they look like in the bullet data. And we have to tweak them so I have to lower the padding. Alright, they look weird and enable the convex hole preset. So now they look much better and you can see that with the Voronoi fracture method the convex hole will read this much better. So yes, let's change in the physical tab a few things. I want something light for the flakes so let's lower this. the rotational stiffness and I don't want any bounds. So yes this is pretty much for the flakes. I will copy this for the extra flakes. They are the same values. Rename this and just change the path to flake extra proxy. Alright. So I will copy also this and rename it to spheres and change few parameters, the path. Also we have to change to the proxy and let's check them alright, I think they look fine and the spheres are for sure heavier so let's change the density and the last will be the torus' and again let's change the density to 800 let's say they are also heavy and the path alright let's see the guide geometry All right, they look okay. And the extra layer will be activated later in frame. Let's see them. In frame 125. Okay. They will be activated. and yes I think this is pretty much for the setup of the cereals so let's check the drag force let's enable ignore mass I don't need any torque and let's also change the operation to set always we need more frames so we can animate the drag force and we'll keep everything more calm so let's animate this and let's say zero here and frame 300 let's put something really strong all right and we have to merge the bowl and let's change the name over here and the path, the bold geo, use object transfer and the bounds, I want something lower and we have to change the method to volume sample and import the proxy volume the VDB, bold VDB. Okay and in the bullet data let's visualize how it looks. So we have to change this to concave and now it's fine it's a static geometry and also change the padding lower it a little bit and I think this is pretty much also for the bowl and the last one is the rigid body solver so we need something in slow motion so I will lower the time scale to 0.2 for now and because we have a small scale and all our geometries are pretty small I'm going to lower this and I also want the penetration of threshold to be 002 and this is also for the rigid body. So let's visualize with the transform pieces and I will cast all the file with the file cast all the points and let's see how the simulation is quite fast so I will let it run and come back to you when everything is ready. So now the simulation is ready, I have cast out all the points and we can preview the last frame over here. So let's check it. And this is only the first layer. We can check here the second one. And that will merge them together. Over here. So this is all the simulation together. and frame 125, the second layer will fall down smoothly. So we have to cast out also the last frames. one frame, this one and this one and also the subdivided geometries. So now we can put down a blast node and also merge the last frames. And we can plus separately its geometry. We have the name attribute in the primitives. So we can use a name. And we can write its name equals flake, for example. put a star and we have all the flakes together and do the same for the spheres and the torus So, we have all the rigidbody simulation separated and we can use it later for the interaction with the flip solver. So this is pretty much everything for the initial state and see you in the next chapter. Hello and welcome. In this chapter we will create all the emission points that we need for the flip simulation. So let's start. I will add a sphere and this will be the emitter of the milk that we will pour on the top of the cereals. So let's display it and let's add some rows and columns and change the scale to something lower. Okay and let's add the transform node and place it on the y-axis a little bit higher and in the z-axis over here. I also want to animate the scale so in frame 10 will be 1 in the x-axis and frame 60, this changes to 1.5 like this, alright and let's add a flip search We need the particles and surface and let's change the box size to something low and it's cooking. Let's wait and change also the particle separation and these are the points. animate the jitter $T like this and let's also add the point velocity to add some velocities and change this to set value and I want to pour the milk this way so let's add some negative values here and in the Z axis one and let's add also some carol noise I want to animate I want to animate the values over here, so in frame 450 I will add a keyframe here and here and in frame 500 I want to stop so let's add zero and add a keyframe and we don't have any velocities over here so let's add the Kerr noise and I I also want to animate this, so let's lower the scale. And in frame 25, I want to add the keyframe here and here. and let's say at frame 100 I want 0.25 here and the pulse should be 2 and add a keyframe. Let's also add a keyframe here for the scale and let's lower it on frame 450, 0.05. Okay, nice. I also want to change the Swirl size to 0.5 and the scale. let's lower the turbulence and add sub grain okay so now we have an animated noise and this would be fine. So I also want to add the null and give a name. Let's name this to out emission points. Alright, so now I want to build some more emitters that will fill the bottom of the and will help the cereals to rise up. So let's add the tube and let's lower the scale and the height and I want this to fill the perimeter so let's change the radius also to 1.6 and 1.1 and I want this on the surface of the bottom so let's Change the Y-axis a little bit more. Like this. Let's add some rows and columns. and I want to add a polyxtrude and give a small distance and also enable output back. Okay, this looks fine. So let's also add flip source. I will copy this one. And let's see the points. So, I also need a point velocity over here and I will change this from attribute and And I will give some normals the points by adding an attribute VOP. And let's add the fit range and connect the position with the normals. And I want them to look upwards, so let's change the minimum to minus one over here and here And also here and here. And let's change this to zero. All right. Let's also add the constant. and we can control this better. Okay, 1.5 is okay for now. And let's see the velocities. We have some velocities now. So let's change also the scale. I want to animate this from frame let's say 250 from 3 to frame 300 and lower this to 1.5. Alright, so I want to delete the points that are in the serials, so let's see serials and Let's plus few of them that are in the bottom. I can't pick them by name. Right view. And let's change this to name attribute and pick few of them and just plus them. delete none selected and just reconnect this. So now that we have the serials that we want, we can also see where are the points. and we will delete all these points that are inside the geometries so I will add the group node and connect it here and here and change this to point and disable the base group and enable the bounding regions and pick the bounding volume. So we can rename this to delete and add the blast node and blast this group. and we need the points and let's see I need delete group and I forgot to add a VDB from polygon over here and let's change the voxel size and now we can see that the particles are deleted, the points I can add then the VDB reshape SDF also and give a small offset and I want to delete some more of the points. So, yes, this is fine. And let's see, I want to delete this group, So add a group delete and just write delete over here. And we have only the particles that we need. Let's add a node. name this to out let's say up emission points and now I want to build two more emitter in the center let's visualize again the ball so I will copy everything from here and change few values I want something smaller here so let's change this and let's see all right so I also want to change the radius to 0.5 and 0.5 and also the scale to 0.13 and it's polyxtrude flip source and let's change the attribute and let's jump inside and let's display the normals I want something stronger they point upwards also so they will push a little bit the serials and let's also change this from 3 to 2 and I want them to stop pushing so let's put a zero and let's see the velocities. group, blast and just rename this to small, emission points. and also copy this and also change few things. Let's see, let's change scale to a little bit bigger. Okay. And this one will face outward, so polyxtrude, flip source, the points. and let's change in the attribute pop let's the multiplier to 10 let's see the normals and let's change this one from 1 to 0 so now we have the normals facing outwards also the point velocity and we can see the velocities and also animate this we can we can play a little bit more here so let's animate this from frame 150 and let's say from 4, let's add a keyframe to 165, let's lower it and Let's keep the same over here and in frame 300 should be 0. Alright and let's group delete and this is pretty much for the emitters. change also the name to bottom and we have all the meters that we need for the flip simulation so see you in the next chapter. Hello and welcome! In this chapter we are going to make our final simulation. We We will use the rigidbody solver and the flip solver and make them interact with each other. So let's continue. We have our emission points here. So let's add the dope network. And let's rename this to rigidbody and flip simulation. body and flip, same and I want to copy my previous setup from here, I will copy everything and we will change few things. So let's delete this and I will keep the bowl as it is. I want to delete the drag and here I will lower the time scale I want something more in slow motion and here I will change the collision padding to something lower and and I will make this much lower so also I want to change in the physical tab the density and I will have 700 for the flakes and keep the rest as they are and delete the extra flakes I will add all the flex here. So we can also change the rotational stiffness. I want to animate the rotational stiffness from frame 230 from here. let's say from 0.5 to frame 260 and change this to 5. I want to do the same here 5 in 260 and 230 0.5 and also for the torus is same 0.5 and 5 And this is pretty much for the serials, I just want to change the path. and the path should be this one, flake initial proxy and here also the initial state for the spheres and also for the torus is out torus initial proxy Let's go to frame one and dot update so we have all the serials and the bowl. So let's add the flip solver here and flip solver. Let's merge them together and I want to change the relationship, the effector relationship to new to alpha. So they can both interact with each other and let's also add a flip object here and Let's change few things and change this to particle field. And the guides also for the particles. Let's change these two particles. And let's keep the speed. and also delete this. Okay. So, I want also to add some friction here and let's lower this. And now let's add some volume sources, we have four emission points, so I will add them one by one, let's type here surface and here and I also want to source the particles and here in the show path let's start adding them one by one here are the main emission points our emitter, the milk falling from the top and I want to add the merge and let's add the emitter. Let's go with something lower, there's something like this and I also want to add the other emitters so I will copy these three times and change the path so here I want the bottom the small emission points Okay, and here I want to change this to out and up small emission and final the up emission points. Okay, now we have all the emission points that we want. And I want to change the activation for each one of them. So I will type here $f together in one. And for this one, I want to activate this emitter, I believe in frame 150. And this one also, so $f bigger than 150. And this one will be activated in frame 200. So greater than 200. All right. So now let's change few things in the flip solver. I also want to change the time scale to 0.1 and also the minimum and the maximum sub steps to 12 and 14. will help a lot for the flip simulation to act much better with the surface tension and the whole interaction. So let's go to the particle motion. Let's add the friction and bounce and let's add the idea attribute. If we want to retime and make it even slower, this will help us and for the receding I will change this to 16 and for the volume motion I will change the velocity transfer to swirly and let's change the size of the box and place it higher like this. All right, so we need to add the surface tension and let's lower this to 4 And in the solver tab, I want to change the feedback scale from 0 to 1. This will help the flip solver and make the milk interact with the flakes and rise them up. So yes, we change the surface tension and here for the collision I want to add also some thickness, we will introduce some thickness, this might make our simulation a little bit slower but it will give an extra touch. So I will change this to rigid and also the surface extrapolation and let's lower this a lot, something like this. And now I want to animate the stick scale and the stick bias and also the velocity scale So let's change this to manual and add some keyframes. So for the velocity scale, I will change from one in 140 in frame 140. 140 and frame 140 I will change this from 1 to 150 to something really low and keep this for few frames until frame 250 add another keyframe and let's change this and in this frame I want to change this to 0.25. Okay like this and I also want to animate the stickness from frame 180 from here and this will be zero also the stick bias So let's add keyframes here until frame 205 and let's change this to 1. And let's also change this to 0.005. This is the max distance that the thickness will start happening between the liquids and the collision object. And let's also make the normal scale a little bit higher for some more splashes. And I think this is pretty much also I want to add the stick control field. And I think this is pretty much for the collisions. So let's add a soap color field. And let's change this. Let's copy this name from here. stick and copy it here. And now I want to make the stick attribute. So what we are going to do is to blast the flakes, the initial geometry. Okay, and let's blast them by name, and this will be the flakes, and delete none selected, Sorry for this. And do the same for the spheres. And for the torus. Okay. and I also want to unpack the bowl geometry from up here. okay and I also want to subdivide the bowl so let's add the subdivide node change this to subdivision loop and depth to 2. I want many polygons and let's add then attribute Wrangl and run over the points f at stick equals to zero and now we have added the stick attributes in the points and let's copy this over here, here and here, like this. And now I want to add an attribute paint and paint a mask for its geometry, for the stickness. So let's add an attribute paint. Let's change this to stick. And here we can and visualize the color. And now I want to paint this, just hit Enter. And you can change the brushes like surface or paint only the surface or the volume. You can paint it as you like. And let's lower the opacity, let's say. and start painting this and you can paint this as you like, you can experiment and red means more stickness and blue and purple less. So let's paint this. Let's do some Radon paints. something like this for the boat I think it's ok and let's do the same let's copy this the flakes and you can also recast the strokes and start painting this. I want some less stickiness for the top flakes so the splash will will go a little bit longer and the liquid won't stick so let's keep this something like this and lower the radius a little bit and I want to stick more in some flakes and less another and to be honest I don't want to have any thickness here so yes let's delete this in the perimeter and let's say something like this for the flakes and also let's see how this looks alright I'm doing some Radom painting right now And let's merge all together over here. And we can add a color so we can preview them better. So let's change this to run from attribute and let's add the stick and change this to infrared so we have the paint that we did. preview it and copy also this here here and here. So now I want to add the VDB from Polygons and make a stick field that will add in the soap scalar field and let's change the voxel size and I want to add a distance field and also disable this and let's keep the attribute points stick and change this to stick. So now we have our stick field and we can add volume these and just preview this change this to stick and this is our stick field so let's add a null and rename this to out stick VDB. And let's add this to the soap scholar field in the soap path. Let's add the Outstick VDB. Okay, I also want to add a general pop drag and plug it here and let's lower this to 0.1 and I also want to add a pop speed limit and let's enable this, a mark speed and change this to 6 and I also want to add a vex So let's type if v at velocity in the y-axis is greater than 6. Let's change the maximum speed to 4 and I have tested this before so I know the values. You can experiment for your own RNDs and I think this is pretty much... for the setup, so I also want to copy the particle separation and let's change, let's relative reference in our flip sources so they can match and this one and also in this one. Okay, so yes, now I want to import the simulation, so let's add a DOP import over here and the DOP import fields. I will import separately the points like we did before for the serials and separately the flip simulation. So let's change this to flip fluid and let's add this here and copy the name from here also copy this here and the flip object. Okay, so here I also want to copy this and change this to points so if I run the simulator for one frame we will see the points over here and the flip particles over here. Let's add a group delete and delete all the groups here with star. And let's add the fluid compress. And also paste the relative reference here. And I want to delete some attributes, so by adding an attribute rename or delete attribute. And I want to change to keep here for the points. I want to keep the position, the velocity, the IDs and the pscale. I want to delete everything from the vertex and this is my final flip simulation so rename this to out flip sim and let's add an attribute rename also for the points here and I want to keep some points some attributes for the points and let's keep also the position the velocities, the IDs, the name, the orient attribute and the pivot. also add the null and rename this to let's say out RBD final points. Okay, so let's merge both together. And we have the compressed flip simulation and the points for the rigidbody simulation. And I will add the file cache. Let's change the color to yellow. And I want to blast separately. I want to blast the name of the bowl. Let's write hat name equals bowl. So, we have here only the ball, so delete non-selected and change this to points. so we have the bowl and also Uptame equals Flakes and the Spheres and also the Torques. Okay, so I have 159 points, these are all the points that we need and if I copy paste this and delete none selected, I have the flip simulation over here and let's add again an attribute rename and I want to keep point attributes so let's keep a p scale velocities and the IDs and add a particle fluid surface and also paste relative the particles separation from the dope network, just paste relative reference and change this to particles and velocity. Okay, nice. And here I want also to add a a last attribute rename and let's delete the pscale and in the primitives and in the details I want to delete everything and here and now I can reconnect like we did in the previous chapter with a transform transform piece, transform pieces, and I want to connect this one with our initial high geometries and this one over here and also at the time-strift and keep the first frame okay like this and nope and let's check if I have connected the right ones and And let's check again. So So I believe I have deleted all the attributes, yes. So now we have reconnected everything and just merge both together. And let's also preview with the bowl. Here we can also merge it later. So yes, this is pretty much for our setup. I will cast this out and I will come back to you with a flip book when everything gets ready. So the simulation is ready, I have made a flip book. Before checking the flip book I want to show you a small change that I did over here. We have to enable the use of dimensions. So we will have a correct thickness and I only changed this so let's check the preview and you can see the milk is pouring on the top of the cereals and we have the interaction of the splice in the beginning, the tendrils, the droplets. The cereals are rising up, are moving upwards, the liquid is pushing them and I'm happy with this simulation. It's not a light simulation until frame the half of the simulation is pretty fast about a couple of hours, but after that we have many collisions and it's becoming a little bit slow. And this is pretty much everything for the setup. And see you in the next chapter. Hello and welcome. In this chapter we will create the mesh of the flip simulation. Before we start, I want to show you something. You might have noticed a small movement in the flakes that we have in the first frames. This is because we changed the density of the flakes probably. So with the time shift we can fix this, we can add a time shift here and just change this to clown both and we want to start from frame 95 so type here plus 94 and we have I've frizzed all the flakes until frame 94 and then all the interaction is happening when the milk hits. So let's continue with our mess. Let's unpack the flip simulation, unpack points and let's see okay here are the packed and unpacked points so let's pick a frame let's say here and let's add the VDB from particles and we will need the particle separation from the flip simulation so let's copy this parameter and let's paste relative reference here let's Let's pick again our frame and let's change few things. Let's turn this to zero and you can see the first visualization of our messed particles. So we can get a higher radius scale. And let's also add a VDB reshape SDF. Alright, and let's lower this, something like this, and let's add the VDB Smooth SDF, and let's change iterations to maybe two and let's add add a VDB reshape SDF again and let's change this to a road, just a little bit, ferrosion. check again our particles and here and I also want to change the voxel size so So let's multiply it, let's say by 0.45 and now we have a better representation of our mass and the particles. Alright, and let's convert, let's add a convert with dv and convert these to polygons. And now we have around 1 million polygons, 850,000 polygons, so we can add a pic. And let's add a small distance. Yes. Yes, and let's add also a normal to add some normals and changes to points and changes to face area. And now I want to add an attribute blur and just blur the normals so we can have a small smoothness, enormous, you can see how it changes, just go around 15 or maybe 20, just don't don't overdo it because in some small droplets you might have problem So let's leave it around 20. And now I want to transfer back the velocity, so let's add an attribute transfer and transfer the velocity from the unpacked points and I need only the velocity from the points. Alright, and this is all we need for the mesh. We can cast this out. Add the file cache, change the color and let's add a new and call this out flip So this is all we need for the meshing. I will cache all the frames and I will see you in the next chapter. chapter. Hello and welcome. In this chapter we are going to create some web maps for the geometries. What we are going to need is the bowl geometry, the high polygon bowl so let's add an object merge and we can add this here and I also need another object merge for the serials and these are the serials and this This is a ball. So let's use these two and also let's object merge the unpacked points from the flip simulation. right and now let's copy this again here So, let's check the ball. We have 200,000 polygons. So let's subdivide this. And let's get some more polygons. okay and let's create an attribute create node and let's add a wetmap you can see it here and let's copy paste to the flip simulation and let's change the value to 1. So we have 1 for the flip particles and 0 for the geometry. So now let's add the solver. Let's connect here and here. Let's go to the first frame and let's get inside. So now we need an attribute copy. And I want to copy from this node to my first output. And I want to copy the wetmap attribute, disable position. And now I want to attribute transfer from here, from... We need to transfer the wetmap attribute from here to here, to the second output. So let's disable primitives and let's pick the wetmap. here let's change the distance threshold to 0.001 and the Bled Width to and let's also add an attribute bop and let's make a fade out effect. We need bind import to import the wetmap attribute and let's clamp it and let's multiply this promote the second input just rename this something like fade out this is the fade out effect and let's bind export the wetmap. And now we have the controller here, so we can fade out as we like the wetmap. I will change this to 0.95 and what I need is a color and change this to ramp from attribute and wet map we can change a color let's say to blue or red blue and this one to red. Okay, let's add the filecast. And let's see the color. So let's run the simulation for a few frames to see what's going to happen. I think the milk hits the bowl somewhere around here. And yes, we can see the red color that will be the milk colliding with the geometry. And I will cast this out and come back to you. And now the simulation is ready. So this is the wet map on the bowl that we have created. And we can control this more and pass the wet map to the color with an attribute loop. And let's just bind import the wetmap. And let's add the ramp parameter. Let's connect it here, let's change it to a spline gramp, let's add a color mix and let's change the bias. color is black and the second is white and just connect this to the color and now we have our spline here we can control this just play a little bit and and just change this to cutmule and let's say maybe something. Let's check. And let's see, you can control if you want more or less to fade. And let's say, maybe something like this. And we can do the same for the serials. Just add a new here and let's rename this out bowl. map and let's do the same for the serials. So we have the serials over here, the wetmap attribute, the value should be 0 and our points, our flip simulation points here and let's copy everything from here and this one here and here just change few values for the serials and I want something bigger here for the blend width and the fade out I want to be slower for this one and I will also cast this out and come back to you when it's ready and let's check the wet map on the serials and I like how it fades out. Let's check with the attribute loop. Alright, and this should be the serial out. Let's preview them together. And when the milk is heating the geometry, we can see all the mark that lives on our geometries and we can control this as we like with the fadeout and this is all we need for our wetmaps and see you in the next chapter. Hello and welcome! In this chapter we will prepare everything for rendering. Let's continue from here, we have all the wet maps and let's add a blast node and let's Let's blast at name, flake, and also at name, spear, and torus, and let's Let's keep the delete none selected, the sphere also I forgot the star. okay we have the bowl and let's keep here the flakes and I want everything separately so I I will copy this name and keep the spheres and also the torus. Okay, let's add some outputs, some nulls, and rename this to Out all final, and do the same for the cereals and just rename this to flakes final and spheres and the torus is... now let's add some object merge nodes and merge each one separately so copy this four times and I also want to merge the flip mess so let's merge here the bowl and disable the relative path and here the flakes and also the same for the rest and we have here the spheres and the torusies and I also need the flip mesh. Alright, let's disable the relative path and I will cut them from here and I will create new geometry nodes and and import each one separately. So let's keep here the bold. And rename this to bold render. Here I need also a floor to add a floor for the rendering. We could also add a dash of collider in our simulation. I will make a grid and add some rows for the grid. Also add a UV Texture node. Nope, a UV Texture node. this and let's add the flip mesh, the milk, rename this to milk render and let's keep for the mesh here this one and now we need three more nodes one for the flakes so rename this to flakes render and let's keep this one here and I also need to add few nodes so So for the flakes we can also add a rest attribute and also add a time shift. This will help later for the displacement. And let's delete, keep it the first train and the rest attributes. So we have the rest attribute on the points. Let's delete a few attributes. Add an attribute delete. and delete the color, delete all the fpx scale rotation and translation, delete also the material and keep the position, the rest attribute, the velocity, the wet mop for the primitives the name the normals for the vertex and the UVs and now we can add color nodes and again change this to ramp from attributes keep the wet map and for the color I need here the black and just lower this a little bit let's say 0.8 maybe 85 yes and let's disable this let's add also the spheres Spears render and keep this one and I will also add torusies for the last geometries. So rename this tutorial is render and paste the torus is I will copy this setup from here I also forgot to add UV texture so I will change this to modifiers and change the scale for the flakes and now let's copy this over the spheres and connect this here and this here keep the scale to 1 and for the torusies let's paste the same here and here and change the cave to three. So we are pretty ready with the scene for the rendering. I want to also add in the sampling tab in the render the velocity blur for the torusies and also for the spheres and for the flakes and for the milk and this is all we need I think we have everything here Let's check again. So we have the bowl, we have a floor, the milk, the flakes, and check again the lakes, the spheres and the torches. So this is pretty much all we need for the final preparation for the rendering and see you in the next chapter. Hello and welcome! In this chapter we will do the shading and the rendering of the final scene using Arnold GPU render. You can also use CPU rendering if you want, so let's start. I want to, I forgot to add a color node on the bowl, so I will add it now and I will change this to run from attribute, add the wet map and change the colors. I want this to be 0.05 and lower this a little bit. All right, let's add a camera. I will add a similar camera like in my example. So I had an animated camera, so let's go to frame 70 and add some keyframes here and here and change few values. I want this 0.5, 0.3 and 0.5. Let's also see where the camera looks and let's change the rotation. and this will be 63 and 0.3 and in frame 250 let's add again keyframes and let's change this to 0.8, 1, 0.8 and the rotation on the y-axis 46.4 and we have something like this. I also want to change the aperture to 45 and the focus distance in the sample tab will be 1.3 and I want also to enable the depth of field and change the the other two sides 0.015 and I also want to make some linear curves for the rotation and for the translation also. All right, so let's see, we have something like this. Okay, I think it's a nice frame. a nice frame so we need also to add an Arnold light and let's rotate it minus five a little bit in the y-axis let's change the type to skydome and the color type to texture and let's add the HDR and I'm using the ACES workflow you can check in the internet about the ACES and let's also change the intensity to 0.35 and the samples to 5. And I think this is what we need for Skydome and now let's go to the out and add and Arnold output for the rendering and change the camera. Camera will be number 2 and here in the properties I want to change the device to GPU. and in the output I want to add some AOVs, so add 8 AOVs and I want the beauty, I want the direct light and also the indirect. Let's add diffuse specular the code, the scene and the subsurface scattering. So we have our AOVs. and I will add some camera samples to 20 and also enable the deform keys for the motion blur change this 20 and the shutter length to 0.1 and I think this is all we need Let's see for the render output and let's wait for a few seconds and let's go also to the material tab. Okay, we have all the geometry with the lighting. So let's start building our shaders. Let's add an Arnold material builder, tap inside and add the standard surface here. Connect it, the shader to the surface. And let's add an image to import the texture, the planks texture, and let's connect this to the base color. And let's see. I have to connect the shader with the geometry, so let's go back to the geometries, to the object level and go to the render tab and let's add this material and render again. And we could also export everything as an Alembic files and Arnold likes Alembics. it could be a little bit faster so I don't want to add this to the bowl so Let's add it to the floor here and let's rename it also to floor and as you can see the texture is green we can add a color correction and change the color and let's wait a little bit all right so we can also change the UVs here I think this was 0.08, this was 15, the scale u and the scale v to 3. All right, so now we have our planks and let's add a color correction over here and let's change the gamma to 1.017. These are some values that I have tested before, so I will just change the values and I want something brownish so 1.34 here and for the exposure let's lower it and let's make it a little bit more brownish and 0.65 and let's also change the roughness in the specular and I will change this to 0.25 ok and this is more or less the shading for the floor let's make another shader for the bowl and rename this to bowl I will stop the rendering and let's jump inside add again a standard surface and for the bowl I want to import the color attribute where we have the wet map so let's add a user data RGB node and import the color here CD and let's connect this to the base color and I also want to connect this to the specular and the specular roughness. Not the roughness sorry, the specular and specular color here. And let's add this A there to the bold. Let's go back to the the object level and pick here the boat and let's check again. And we will do the same for, we will add a shader for the milk and the cereals also and also add the displacement for the cereals. So let's see, nice, we have our color here, wet map, we can change it accordingly. Let's see. And I think 0.5 is okay for my wet map. Of course you can experiment with the colors. You can see how it's changed here. So let's also add a power node here. and make it a little bit brighter and you can see how it changes Alright, and here let's make it more shiny or specular. Let's stop this and let's go back in the material level and let's build the milk shader. So here I want also an Arnold Material Builder. Rename this to milk. let's jump inside again at the standard surface and this will be a subsurface scattering shader so I would change the color a little bit and I will play with these values and depending the look of the milk that you are looking for you should experiment with all the values and 0.97 here and for the specular let's Let's lower this a little bit. And the higher. And now we need to add the subsurface. So let's change this to 0.5. Let's keep the type to random walk. and I will change the color to 0.93 here and 0.9 here And for the radius I will change this and make another color for the scattering. And let's lower the scale a lot according to your scene scale you should play with the scale and let's add the shader through the flip mesh so go back to the object level and pick the milk shader and let's see. You should experiment with all the values but I have changed for your scene. and let's wait for a while. I mean it's pretty fast for the interactive GPU rendering with all the geometries and You can see how the subsurface catering is working here. You have more values to play with, more parameters to play with in the CPU engine. but for the look development the GPU works great. So now we have also the subsurface catering for the milk, the milk shader. Let's build the three shaders for the serials. I will stop this. And as you can guess, Let's add another material builder, rename these to flakes. And let's jump inside. Make a standard surface. And connect it here. and now I want to import some textures so let's connect the image the RGBA to the base and let's pick in the flakes texture let's pick the conflict diffuse I will copy this node here, also, and here. I will connect this to the specular and change the texture to the specular. And I will change the values here in the offset and make this 0.33 and here also I would change is to 0.5 and also enable the single channel here for the base and what I want to do is to add here also the diffuse and also add the wetmap so So let's add a user.RGB. Let's import the color here, like we did with the shader of the bold. And let's put down an add node. here and here and let's connect this to the base color here and I also want to connect the code to the wetmap and also the scene color here. Alright, I also want to add the displacement, so again, image and let's pick the display texture and I also want to add the wet map so on the second input let's connect it here and let's also clamp it this will be 0 and this will be 0.001 and let's connect it here in the displacement. All right, I think we have all we need and we can start tweaking. So let's go and change here a few things. For the specular, I want there to change the roughness to to 0.4 and for the code let's lower the roughness and let's change the IOR a little bit and And for the scene, let's add this to 1 and change this to 0.6 and let's also add the subsurface, subsurface catering, so let's change this to 0.5 and I want to change the color 0.78 and this to 0.45 and I'm not sure now because we have to change this also yes this is the color I was looking for and of course we have to change the scale. Let's lower this and here we have changed the offset and here so let's add the say there here and pick the flakes. Let's go here in the Rnull tab and here we're gonna enable the displacement in a while so let's check how it looks without the displacement and let's wait for a while for a few seconds and with the displacement this will be a little bit heavier but it will be fine so I haven't activated the Arnold displacement yet and we can see the result from the shader. So let's make a snap and let's change this to catmule clark and change iterations. more iterations but a representation of the displacement and here let's lower this you should play with both these values you should experiment and see how they work and let's check again we will do exactly the same thing with the other two shaders. So let's check how the flakes look like. And can see how displacement changed. This was without the Arnold displacement and this is with the Arnold displacement and I like how it looks. So, let's do the same. I will copy this header here and rename these two spheres and I will stop the rendering for now and let's change few things I want black color for the offset and let's change the textures we have the ball and I need the colored fog here and diffuse here all right I need the specular here Let's go back here and pick the specular and we also need the displacement map. Alright, let's change few things for the diffuse here. I want to enable single channel and change the multiplier to 0.32 and 0.14 and 0 here and for the offset just a little bit 0.05 and I have the wet map here I have the specular here and I want black color here also and let's disable this I want only here single color and we have also the displacement we clamped it like before so let's change few things here for the specular, change the roughness, I'll maybe leave it the same and let's add another color here, let's lower the subsurface for the spheres and let's say for the color I want 0.3 here and 0.21 here and 0.13 here and let's lower the radius, let's leave it like this and the rest will be the same. Okay, let's see. Let's add the also here in the Sader, the spheres and for the spheres wet map we can also change the color here. here, so let's change this color a little bit and make it a little bit brownish also. and change this okay and I want to, yes we will enable also the the Arnold displacement here and let's change this to 0.5 and this to 0.005 and Let's check again. And let's wait a little bit. Now we have in both geometries here the flakes and the spheres have the displacement, so will be a little bit heavier and here is the displacement for the spheres also and with the same way we are going to make the last shader for the torus and let's add an R node material builder no basically I can copy this here and change this to torusys and also change few things. Let's change this map to go to the serial ring textures. Let's add the diffuse here and let's stop the rendering and also do the same here. I want the diffuse and the specular here and also the displace here. okay let's change here the offset to 0.5 0.5 and 0.5 and for this one I will also also lower, let's go back to the default for the multiply and let's leave the offset to 0.05. We have the color wet map here and for the specular let's change this to 0.2. and we have also the displays, we have the clamp and let's change here also the roughness for a little bit and the code and the scene should be like this and let's change the subsurface 0.4 for the torus and let's also change the color to 0.41 and 0.17. And let's add this one also at the shader here. and here let's also change this to cutmeal Clark iterations to three like we have here and let's change the displays to height to 0.012 and this one to 0.005 and let's hit render again and I think this is pretty much everything for the shading and the rendering I just added few more cameras with keyframes and did a small edit with a search and let's wait for a while and now we have everything We have the torus here, the flakes, the milk, the spheres. We could also add a displacement for the floor. We could also play a little bit more with the wetmaps. but I'm happy with the result for now. And let's wait for a while and I will show you my last example. My last render. So it needs approximately 6 minutes, 5 to 6 minutes for everything to clean. So I will stop this and show you my example. This is my last example. This is with Arnold GPU. You can see the displacement, you can see the subsurface catering the milk. I mean we could make it look more, we could boost the subsurface scattering more but I like this look. And I have placed few cameras and make few shots, I mean this is 28 seconds with all the shots together, normally you need two to four seconds for a shot. So I believe you can make some nice shots with this technique, even for a close-up, with some better modeling and texturing and shading maybe but I like it how it looks for the look development and this is all the rigid body and flip simulation interaction I hope you enjoyed the tutorial and thanks for watching", "segments": [ { "text": " and welcome. I'm Stavros of Hianos. I'm a senior FX artist based in Greece, with more than 10 years of experience in the VFX production field. I have worked for various clients and VFX studios throughout these years, and the majority of the projects are mainly for TV, but I have also worked on films. My passion is doing flip simulations from small scale to large scale, but I also love doing RBD, smoke and pyro, and particles simulation effects. So in this tutorial, the idea is to learn and explore how we can combine many rigid body dynamics objects with flip fluid particles together in Houdini. After doing some testing with many objects. I have found that RBD-packed objects, this node, doesn't work correctly with FlipSolver when using it as an effector type for a mutual relationship. That means that the interaction between them is unstable. And this node here, we can't use it for adding many RBD objects, so if in this case let's say we have 200 objects we can't add 200 nodes. So we will use RBDFractureObject for this one and I will show you a way of doing Istanbul interaction and we will be creating as an example a bowl with cereals and we will pour some milk on top of them. My final result has around 180 RBD objects and approximately 3.5 million flip fluid particles affecting each other smoothly. By doing this example, we will also learn how we can achieve a nice surface tension effect, making a small scale flip simulation by pouring some milk on the cereals and creating splice tendrils and droplets and also fill the bowl and make the cereals to float. Let me show you roughly all the setup that we will build. This part up here is only importing and preparing the geometries, the cereals, and this nodes over here are are the proxies. We will do the initial state of the cereals with the rigid body simulation over here and reconnect everything here, all the geometries. We will be creating all the emitters for the flip simulation over here. and we will make some custom stick field over here. Finally, we will do all the interaction here and import everything back and reconnect. Do some wetmaps over here and finally the messing. and we will also do some shading and reddering with Arnold. We will be using Houdin 19 and Arnold 7.1 and I also want to show you the links here. I will provide the links. These are the models that I have used for this tutorial. I have downloaded subflakes and here some torus and some spheres and this one is for free is the HDR and just a wood texture for the floor. You can use your own shapes, your own models, I mean, and your own textures. have some textures here, but especially if you go for a close-up shot you should have better models and with much more details I believe. These are some nice models and will do for this tutorial, so feel free to use your own models and textures and experiment with this. And my computer specs, I'm using an AMD Ryzen 9 16 core processor with 128 gigabytes of RAM and an NVIDIA GeForce RTX 3080. Depending your computer specs, you should go with lower resolutions. And I think this is pretty much everything I wanted to show you. So. Let's start. See you in the next chapter. Hello and welcome in this chapter, we will import and prepare the geometry that we're going to use for our simulations. So let's start by putting down a geometry node and rename it. Let's say, RBD and clip interaction. and let's jump inside and put a file node and open the bowl fbx geometry. We can see some attributes that we don't need in the geometry spreadsheets, so let's delete them. With an attribute delete, shift plus s to change the line of the connection. And let's delete the rotation, the scale and then translation. Let's check our UVs, if there are any. Now we have some UVs. And let's change this to polar. Much better. And let's fix the boundary seams. Nice. So let's add a collision source node to prepare the collision of the bowl. And let's put a node. This output is going to be our bowl Geo. and another null for this output and this is going to be our bowl bdb so let's change the voxel size here something like 0 0 1 And yes, we have one GDP. Nice. So let's import the flakes. With the file node, let's go to the dry corn flakes. and let's check what's going on here, they are huge so let's scale them down, put a transform and scale them down a lot like this, press F, nice. And what we need to do is to check where is our ball geo. Let's place them in the way axis a little bit up, like this, or something like this. Nice. and I need to blast one of them. So let's put blast node and delete node selected and pick by double clicking one of them. Let's say this one and press enter. So now we have to center the pivot putting a transform again and place the flag in the center. So here the people transform, we're going to write $cex for the x axis, let's copy this, press enter, and let's paste it here and change it to y, and here to z axis. So if we press center, we can see that we have our pivot in the center. So we can place this in the center of the board. Let's change the view in the side view. rotate it, something like this, nice, and maybe scale it a little bit up. All right, now we have the flake in the center and we have 128 polygons. Let's add some more, let's add the divide. And now we have 256, yes, a double. 56, yes, a double. All right, now we have to scatter this flag geometry to some point, so I'm gonna put a sphere. Check where my ball is again. Check the sphere. and place it, let's change the radius or something like this, center it a little bit more up, scale it down and put some more frequency here. Let's change the type to polygons and frequency to 20 and I'm gonna add the transform node and change only the y-axis nice something like this so let's scatter some points in the sphere and change the count to 35 let's say and add the copy to points, not to curves points, copy to points and let's copy the geometry to our points nice something like this but I need to be more random in their orientation so I will add attribute randomize here, change the name to something like orient let's say, and and change the dimensions to 4. That's it. We have a nice orientation. And you can change also the seed to have another variation, something like this. nice and we will do the same for the other flakes too so let's copy the transform and the file nodes over here nice and blast one more of them let's say I'm gonna blast one flake in the middle and again put the blast node, delete none selected and double click on the flake and hit enter. Alright, so let's put again a Transform node and change the pivot in the X-axis, in the Y and Inset. Nice, we have the pivot in the center. Scale it up a little bit. and let's place it more or less in the center of the scene, like this, rotate it this axis something like this and again add the divide node to add some more polygons And another sphere node. again it's radius gonna be something like this and let's change the center let's check it in the perspective view let's change this to polygon Let's change the frequency. And now I want to see where is my previous sphere. Let's visualize. And see. All right. So I'm going to change the scale to something like this. Nice. Add another Transform node here. And change the Y-axis again. Nice. we have placed the other sphere inside the previous one. And we're going to do the same, cut there some points again I believe 35 points are ok we can change the seed and copy this node over here and this one also. and let's see, nice, we have a second variation of another flake, scattered, and let's do the same again for another flake, so I'm going to use four different flakes, so I'm going to do this four times so let's see where are the flakes here and We will put another last node and again delete none selected like before and pick another one. this one hit enter and again we have to change the pivot dollars s e x copy this to the y axis change it to y copy this to the z axis and change this to z and we have the pivot center again let's visualize the bowl nice and let's change it to the front view rotate the flake, first we can place it here and now we can rotate nice and scale it also a a little bit like before and add the divide in the copied points. Connect it here. Again we have doubled the polygons. Add a sphere to scatter this flake also, like before. like this one we can change the radius, place it in the center by 0.5 and now what I want to check is the scale of the previous one and the scale of the new one. So I'm gonna scale this one, let's say more, something like this. okay nope I'm gonna undo this and do it here change the frequency again and change the scale here, nice like this, so we have the scale here and this scale here. So now we can add another transform And change also here by 1.5 I believe also. Yes. scatter some points in this one. And again I'm gonna put 35 Maybe change the seed again here. Do something like this. All right. copy the attribute randomize and connect it here. Nice. We have the third variation of flakes here. Let's visualize the ball. Nice, we are inside the perimeter. And we're going to do the same for the last flake. So let's do the same again. Let's copy these two over here. and let's add a Blast node to pick another Flake, delete non-selected, and let's pick maybe this one nice and again let's put transform node to change the pivot and place it in the center and dollar C-E-X. It's a standard process that we have to do. It's quite simple. Scale it up. And place it in the center. or less like this. Nice. Add a divide node. And... Copy to points here. So let's visualize the previous sphere and add another one. Let's see. Change the radius to 0.6. 0.6 And Yes, also the center And changes to polygon frequency 20 So, let's see where is the previous one? The previous one was here. So I think something like this, yes, will work. and copy this transform over here. Let's see. Nice. Scatter. copy this one and maybe change the seed here in the global seed changes like something like this And what I'm going to do for this one is going to be another node that is called point cheater. I want to cheater a little bit these points. This is too much, so let's scale this down. Let's change the axes. You can play with these parameters. Something like this. I might copy this one here also. Nice. nice and copy this attribute randomize here and let's see all right that's cool and This is pretty much for the flakes. So let's put a merge node to see what we have here. connect all the flakes over here and visualize. Nice. So we have a variation of our flakes scattered. And here is the bowl. So let's check it from the top view. Nice. We have all the flakes inside the perimeter of the bowl. So what we have to do now is to delete a few of the flakes that we don't need that might be annoying, inter-prenetrating each other. So we can add the connectivity node over here. We can check the name and we can change this. So I'm gonna change this to primitives and this is gonna be my name, my name attribute, It's going to be a string and we can rename it like lake underscore and now we have changed the name in our flakes. So I'm gonna put a blast node, delete non-selected, and I'm gonna choose few of the flakes that I don't want and delete them. In this way we can also our direct let's say how we want the flakes exactly to be we cannot whatever we want like fruits and other kind of cereals And this is pretty much for the flakes. We have to do the same for the rest of the serial. So, I'm going to blast these ones. Keep these ones. maybe delete few like this one, few more like here and here. And I'm gonna put also pick node to give a distance like small distance not much, like this one. And yes, this is pretty much for the flakes. Let's do the same for the serials, the rest of the serials. I'm going to put a file node and go to the serial drinks. Let's see. Okay. These ones also huge. So let's put the transform node and scale them down like before, like 005. it's visualized where is the ball, place them a little bit up, yes, something like this, and let's use a last node again and last one of the rings. Delete none selected, pick one, say this one, maybe. And again put the transform node. And we have to center this serial link in the center. So $SEX, let's copy this here, change it to Y and this to Z. Maybe change the position, I think the scale is ok. And I'm gonna place it here, rotate it a little bit. and yes this is pretty much for the ring do the same with the copied points here and add another sphere to scatter some points Let's change the polygons frequency and change the radius, center and scale. Nice. nice let's cut some points I'm gonna cut 30 points here change the sheet nice, and copy this attribute randomize node over here, and These are our serials, ring serials. Nice. And we will do the last serial that is our chocolate serial ball. I'm going to copy this and change to colorful serial ball. Let's check them. And again we have the transform node ready. I'm gonna change a little bit y-axis here, something like this. And yes, let's put a blast node over here. And again, delete none selected and let's pick one of them and hit enter. And add a transform. center the pivot like we did before here and the y-axis and here on the z-axis and place it in the center like we did with the ring something like this And we can copy this sphere. Well, I'm gonna copy everything from here and this one over here. like this. Yeah. And let's merge everything together. I'm gonna merge the flakes, the rings, and the chocolate balls. Now what I want to do is to add this connectivity node to my other serials over here and just change the name to let's say torus and copy this one here also and change this to sphere. And now we have changed the name in our serials. we have the correct name. So what I want to do is to check if there are some interpenetration between the geometries and nothing special here. I'm gonna use edit mode to edit some of the serials like this one let's say. I'm gonna move it here And pick this one and move it over here. do the same for every geometry, but I want to change the position. back and let's check where is the edit it's over here so I can place it let's say here and now I can visualize. Alright, let's do the same here. And we can also add a subdivision level because we can see that the geometry is pretty low. So let's add a subdivide node over here. And yes, it's much better like this. Let's do the same for the spheres. Yes, it's much better like this. And yes, this is pretty much everything for the preparation of the geometry. We can cast this out. We can cast out flakes. We can cast out also our rings and the bolts. So for the last thing I want to do is to check some spheres over here and edit them like this one nope I need this one nope Let's do it again. And let's place it here, nice. copy the edit, cut it and copy it here. And for the last thing I want to play some nodes. So here I'm going to add subdivide and I will subdivide my geometry here this is before and this is after and I'm gonna call this one outflakegeo and this one I'm gonna copy this one and and rename this to Outflake Low Geometry and here is our height and do the same over here I'm gonna put another subdivide and place it here and here Nice, so this is pretty much everything for the geometry preparation that we have to do. In the next chapter we will check about how to do the proxies and continue in the following chapter. Hello and welcome. In this chapter we will create the proxies that we will use in the rigidbody and flip simulations and also we will add an extra layer with few flakes so we can have an interesting splice interaction with the flip solver later. Before starting I just wanted to show you guys that I have cast out just one frame from the torus and sphere geometries. Just disable the time-dependent cast and cast it out. and also I want to check if the geometry is closed and we don't have any holes so we can just add Add a group node and change this to edges, disable base group and enable edges and enable and third edges. So we can see here that we have zero, so our geometry is fine. And let's make the proxies. What I want to do is pretty simple. It's a Voronoi technique that will help us later with the flake geometry. And the rigidbody solver will be able to read the geometry correctly with a convex hold. So let's start and I will put down a forage named primitive over here. These are below geometry flakes and connect it here and add the VDB from polygons. connect it here and let's change the voxel size to something pretty low yes something like this and I'm gonna scatter few points not so much, 50 I believe is okay. And now I'm going to add the Voronoi fracture over here and connect it. And let's see, it's cooking. And let's change it to visualize the colors. And yes, I like it like this. So now we have the geometry fracture. What I want to check is the name attribute. Before we had 89 pieces with the attribute name on the primitives. But after the fracturing we have 50. So what I want to do is to attribute transfer the name from over here to my fractured flakes, disable points and just pick the name here. So now we have again 89 pieces with the name attribute and the primitives and we can also check the name here. All right. I don't need any groups so I'm going to delete them with the group delete. and just put a star here. Alright. just cast this out I'm gonna copy these two nodes over here and just rename them And this is going to be the flakes folder and flakes cast. I just need one frame. I'm going to save it to disk and rename this also to flake proxy. All right. I also want to copy these two nodes over here and just rename them to Proxies because I don't want to do the same technique over here. I mean if you have any different geometry you can do the same technique depending how is your shapes. And what we're going to do now is we will add an extra layer with some flakes. So when the milk is going to hit on the top of the cereals, we're going to have an interesting splash. are directed as you like depending the shapes you have so what I'm going to do is to copy all these nodes from the flakes for different shapes with the copy to points together and I'm gonna paste it here and just delete this and also I will copy this nose and I will do the same like before I will place some flakes and make the layer that I want so what I will change I don't want the sphere here I will make a tube and I will enable this, I don't want the scale so big, so let's say small one and also the height I will play a little bit with the values over here, I don't want so many points, So let's say 7 maybe. Yes, it's okay. This is fine. And place this. Let me visualize where is the bowl. All right. and transform in the Y axis. Let's place them here. and also play a little bit with the point cheater and change these values and also I just want to change the orientation I want to... If the milk hits like this, I don't have an interesting splash, but if we rotate it a little bit, maybe something like this. Yeah, over here. And yeah, I want this orientation so when the milk will hit on the flakes we will have a nice splash. I mean we can redirect this more or less as we like. We can put some fruits also, some different kind of geometry. And let me do pretty quickly the same thing over here. Change some values. And here and here. It's the same thing like we did in the first chapter, more or less. And let's check them. And play with the values. Again. Maybe, yes. and play with the seed. Yes, all right. And do the same over here. And small variation. Yes, I like this, change the seed and the last one, let's check it, yes. I'm putting some Radon values and the sheet, alright. Let's merge everything together and we have to keep in mind that all the geometries have to keep a small distance between each other so we don't have a problem with the attribute name when we transfer it. I will show you how it works in a while so let's merge everything together over here, disable this and I will edit them, I just want to disable the color from viewport yes and disable also the UVs so now let's continue by adding a transform node because we don't know exactly where we want to move them for now. We will check it later in the rigidbody simulation, so I will have the transform over here. maybe transform it in the y-axis a little bit let's check again where is the ball all right and I think I have to move this Not so much, but no, a little bit higher. Like this. All right, that's cool. And like we did before, just change the name with the connectivity node. Change this to primitive, yeah attribute. Change this to name, string and just name this flakes extra. So we have the name that we want in this layer. And like before we can move them around and place them like we want. All right, so let's add also a pick node. and give a small distance like before, a small thickness and I want to add another transform over here, and place them over here. Alright, so we are almost ready and what we're gonna do is copy this node, the subdivision node, because I want like the high geometry over here and the low geometry over here so rename this to flakes extra geo and copy this, this will be the load view. And let's make proxy like in the previous flakes. I'm gonna copy paste everything again. I'm sorry, I just want to disconnect these, alright, and connect it with the new flakes with this layer, just leave everything as before and let's see the Voronoi fracture. Okay and now is exactly what I wanted to show you when we transfer the name attribute. If we don't have a distance we will have a problem and it's really important to keep a small distance. I'm gonna edit this and like before we can cast this out just one frame and we are pretty ready to go with the rigid body simulation. So this is for the proxies and see you in the next chapter guys. Hello and welcome. In this chapter we will create the rigid body simulation so we can set the initial state of the cereals in the bowl. So this is a layer that we did in the previous chapter, I just edited a little bit more and kept the distance between all the flakes and also I have changed the bold geometry from an fbx file to an alembic one, it's lighter, better to work with, so let's continue by adding a dope network and rename this to rigidbodyRVDCM. We will build the rigidbody simulation inside later. I also want to add a dope import and copy the name here and just change this to great points to represent objects, we need only the points of the rigidpad simulation and I need a filecast over here and we will filecast all the points, let's give a color yellow one and this will be a time-dependent cast so I want to connect all the points with the proxy geometries and also with the subdivided geometries so we will use a transform pieces node and we will connect the points with all the proxies so let's merge these three proxies together over here and connect this here we also need the timeshift and delete this. Just keep one frame, the first frame, connect this here and this here and we have all the proxies connected with the points. I want to do the same for the subdivided geometries so I will copy these two over here and just pick all the subdivided outputs this one this one and this one and merge them together over here. So we have connected all the points with a subdivided geometry and with the load geometry. We will need to cast out only the last frame of the simulation these nodes so let's also give a color and we need only one frame and do this also for the load geometry and I want to do also the same for the extra layer we can have it separately here but I want to change the time shift because the extra layer will be activated in frame I believe 125 so I will change this and I need to change this will be below so let's change the first output with the flakes extra proxy this one this one with the subdivided over here. Alright, nice. So let's have everything together here. The low and the subdivided. So this is pretty much for the connection with the points, so let's start building the simulation. We need few nodes, gravity node for sure. and also we need to merge the rigidbody solver with a static object this will be the bowl because it's a static I will use static object and a static solver and connect these two over here. So we also need a drag force so we can settle down everything to be more calm and connect it here and I want to merge all the serials together and I will import them by using an RBD fractured object and let's start with the flakes and we have to change the path to outflake proxy and here are the flakes. So let's enable this and I'm gonna use only the surface so I will disable the volume based method and enable triangulate and let's Let's check them how they look like in the bullet data. And we have to tweak them so I have to lower the padding. Alright, they look weird and enable the convex hole preset. So now they look much better and you can see that with the Voronoi fracture method the convex hole will read this much better. So yes, let's change in the physical tab a few things. I want something light for the flakes so let's lower this. the rotational stiffness and I don't want any bounds. So yes this is pretty much for the flakes. I will copy this for the extra flakes. They are the same values. Rename this and just change the path to flake extra proxy. Alright. So I will copy also this and rename it to spheres and change few parameters, the path. Also we have to change to the proxy and let's check them alright, I think they look fine and the spheres are for sure heavier so let's change the density and the last will be the torus' and again let's change the density to 800 let's say they are also heavy and the path alright let's see the guide geometry All right, they look okay. And the extra layer will be activated later in frame. Let's see them. In frame 125. Okay. They will be activated. and yes I think this is pretty much for the setup of the cereals so let's check the drag force let's enable ignore mass I don't need any torque and let's also change the operation to set always we need more frames so we can animate the drag force and we'll keep everything more calm so let's animate this and let's say zero here and frame 300 let's put something really strong all right and we have to merge the bowl and let's change the name over here and the path, the bold geo, use object transfer and the bounds, I want something lower and we have to change the method to volume sample and import the proxy volume the VDB, bold VDB. Okay and in the bullet data let's visualize how it looks. So we have to change this to concave and now it's fine it's a static geometry and also change the padding lower it a little bit and I think this is pretty much also for the bowl and the last one is the rigid body solver so we need something in slow motion so I will lower the time scale to 0.2 for now and because we have a small scale and all our geometries are pretty small I'm going to lower this and I also want the penetration of threshold to be 002 and this is also for the rigid body. So let's visualize with the transform pieces and I will cast all the file with the file cast all the points and let's see how the simulation is quite fast so I will let it run and come back to you when everything is ready. So now the simulation is ready, I have cast out all the points and we can preview the last frame over here. So let's check it. And this is only the first layer. We can check here the second one. And that will merge them together. Over here. So this is all the simulation together. and frame 125, the second layer will fall down smoothly. So we have to cast out also the last frames. one frame, this one and this one and also the subdivided geometries. So now we can put down a blast node and also merge the last frames. And we can plus separately its geometry. We have the name attribute in the primitives. So we can use a name. And we can write its name equals flake, for example. put a star and we have all the flakes together and do the same for the spheres and the torus So, we have all the rigidbody simulation separated and we can use it later for the interaction with the flip solver. So this is pretty much everything for the initial state and see you in the next chapter. Hello and welcome. In this chapter we will create all the emission points that we need for the flip simulation. So let's start. I will add a sphere and this will be the emitter of the milk that we will pour on the top of the cereals. So let's display it and let's add some rows and columns and change the scale to something lower. Okay and let's add the transform node and place it on the y-axis a little bit higher and in the z-axis over here. I also want to animate the scale so in frame 10 will be 1 in the x-axis and frame 60, this changes to 1.5 like this, alright and let's add a flip search We need the particles and surface and let's change the box size to something low and it's cooking. Let's wait and change also the particle separation and these are the points. animate the jitter $T like this and let's also add the point velocity to add some velocities and change this to set value and I want to pour the milk this way so let's add some negative values here and in the Z axis one and let's add also some carol noise I want to animate I want to animate the values over here, so in frame 450 I will add a keyframe here and here and in frame 500 I want to stop so let's add zero and add a keyframe and we don't have any velocities over here so let's add the Kerr noise and I I also want to animate this, so let's lower the scale. And in frame 25, I want to add the keyframe here and here. and let's say at frame 100 I want 0.25 here and the pulse should be 2 and add a keyframe. Let's also add a keyframe here for the scale and let's lower it on frame 450, 0.05. Okay, nice. I also want to change the Swirl size to 0.5 and the scale. let's lower the turbulence and add sub grain okay so now we have an animated noise and this would be fine. So I also want to add the null and give a name. Let's name this to out emission points. Alright, so now I want to build some more emitters that will fill the bottom of the and will help the cereals to rise up. So let's add the tube and let's lower the scale and the height and I want this to fill the perimeter so let's change the radius also to 1.6 and 1.1 and I want this on the surface of the bottom so let's Change the Y-axis a little bit more. Like this. Let's add some rows and columns. and I want to add a polyxtrude and give a small distance and also enable output back. Okay, this looks fine. So let's also add flip source. I will copy this one. And let's see the points. So, I also need a point velocity over here and I will change this from attribute and And I will give some normals the points by adding an attribute VOP. And let's add the fit range and connect the position with the normals. And I want them to look upwards, so let's change the minimum to minus one over here and here And also here and here. And let's change this to zero. All right. Let's also add the constant. and we can control this better. Okay, 1.5 is okay for now. And let's see the velocities. We have some velocities now. So let's change also the scale. I want to animate this from frame let's say 250 from 3 to frame 300 and lower this to 1.5. Alright, so I want to delete the points that are in the serials, so let's see serials and Let's plus few of them that are in the bottom. I can't pick them by name. Right view. And let's change this to name attribute and pick few of them and just plus them. delete none selected and just reconnect this. So now that we have the serials that we want, we can also see where are the points. and we will delete all these points that are inside the geometries so I will add the group node and connect it here and here and change this to point and disable the base group and enable the bounding regions and pick the bounding volume. So we can rename this to delete and add the blast node and blast this group. and we need the points and let's see I need delete group and I forgot to add a VDB from polygon over here and let's change the voxel size and now we can see that the particles are deleted, the points I can add then the VDB reshape SDF also and give a small offset and I want to delete some more of the points. So, yes, this is fine. And let's see, I want to delete this group, So add a group delete and just write delete over here. And we have only the particles that we need. Let's add a node. name this to out let's say up emission points and now I want to build two more emitter in the center let's visualize again the ball so I will copy everything from here and change few values I want something smaller here so let's change this and let's see all right so I also want to change the radius to 0.5 and 0.5 and also the scale to 0.13 and it's polyxtrude flip source and let's change the attribute and let's jump inside and let's display the normals I want something stronger they point upwards also so they will push a little bit the serials and let's also change this from 3 to 2 and I want them to stop pushing so let's put a zero and let's see the velocities. group, blast and just rename this to small, emission points. and also copy this and also change few things. Let's see, let's change scale to a little bit bigger. Okay. And this one will face outward, so polyxtrude, flip source, the points. and let's change in the attribute pop let's the multiplier to 10 let's see the normals and let's change this one from 1 to 0 so now we have the normals facing outwards also the point velocity and we can see the velocities and also animate this we can we can play a little bit more here so let's animate this from frame 150 and let's say from 4, let's add a keyframe to 165, let's lower it and Let's keep the same over here and in frame 300 should be 0. Alright and let's group delete and this is pretty much for the emitters. change also the name to bottom and we have all the meters that we need for the flip simulation so see you in the next chapter. Hello and welcome! In this chapter we are going to make our final simulation. We We will use the rigidbody solver and the flip solver and make them interact with each other. So let's continue. We have our emission points here. So let's add the dope network. And let's rename this to rigidbody and flip simulation. body and flip, same and I want to copy my previous setup from here, I will copy everything and we will change few things. So let's delete this and I will keep the bowl as it is. I want to delete the drag and here I will lower the time scale I want something more in slow motion and here I will change the collision padding to something lower and and I will make this much lower so also I want to change in the physical tab the density and I will have 700 for the flakes and keep the rest as they are and delete the extra flakes I will add all the flex here. So we can also change the rotational stiffness. I want to animate the rotational stiffness from frame 230 from here. let's say from 0.5 to frame 260 and change this to 5. I want to do the same here 5 in 260 and 230 0.5 and also for the torus is same 0.5 and 5 And this is pretty much for the serials, I just want to change the path. and the path should be this one, flake initial proxy and here also the initial state for the spheres and also for the torus is out torus initial proxy Let's go to frame one and dot update so we have all the serials and the bowl. So let's add the flip solver here and flip solver. Let's merge them together and I want to change the relationship, the effector relationship to new to alpha. So they can both interact with each other and let's also add a flip object here and Let's change few things and change this to particle field. And the guides also for the particles. Let's change these two particles. And let's keep the speed. and also delete this. Okay. So, I want also to add some friction here and let's lower this. And now let's add some volume sources, we have four emission points, so I will add them one by one, let's type here surface and here and I also want to source the particles and here in the show path let's start adding them one by one here are the main emission points our emitter, the milk falling from the top and I want to add the merge and let's add the emitter. Let's go with something lower, there's something like this and I also want to add the other emitters so I will copy these three times and change the path so here I want the bottom the small emission points Okay, and here I want to change this to out and up small emission and final the up emission points. Okay, now we have all the emission points that we want. And I want to change the activation for each one of them. So I will type here $f together in one. And for this one, I want to activate this emitter, I believe in frame 150. And this one also, so $f bigger than 150. And this one will be activated in frame 200. So greater than 200. All right. So now let's change few things in the flip solver. I also want to change the time scale to 0.1 and also the minimum and the maximum sub steps to 12 and 14. will help a lot for the flip simulation to act much better with the surface tension and the whole interaction. So let's go to the particle motion. Let's add the friction and bounce and let's add the idea attribute. If we want to retime and make it even slower, this will help us and for the receding I will change this to 16 and for the volume motion I will change the velocity transfer to swirly and let's change the size of the box and place it higher like this. All right, so we need to add the surface tension and let's lower this to 4 And in the solver tab, I want to change the feedback scale from 0 to 1. This will help the flip solver and make the milk interact with the flakes and rise them up. So yes, we change the surface tension and here for the collision I want to add also some thickness, we will introduce some thickness, this might make our simulation a little bit slower but it will give an extra touch. So I will change this to rigid and also the surface extrapolation and let's lower this a lot, something like this. And now I want to animate the stick scale and the stick bias and also the velocity scale So let's change this to manual and add some keyframes. So for the velocity scale, I will change from one in 140 in frame 140. 140 and frame 140 I will change this from 1 to 150 to something really low and keep this for few frames until frame 250 add another keyframe and let's change this and in this frame I want to change this to 0.25. Okay like this and I also want to animate the stickness from frame 180 from here and this will be zero also the stick bias So let's add keyframes here until frame 205 and let's change this to 1. And let's also change this to 0.005. This is the max distance that the thickness will start happening between the liquids and the collision object. And let's also make the normal scale a little bit higher for some more splashes. And I think this is pretty much also I want to add the stick control field. And I think this is pretty much for the collisions. So let's add a soap color field. And let's change this. Let's copy this name from here. stick and copy it here. And now I want to make the stick attribute. So what we are going to do is to blast the flakes, the initial geometry. Okay, and let's blast them by name, and this will be the flakes, and delete none selected, Sorry for this. And do the same for the spheres. And for the torus. Okay. and I also want to unpack the bowl geometry from up here. okay and I also want to subdivide the bowl so let's add the subdivide node change this to subdivision loop and depth to 2. I want many polygons and let's add then attribute Wrangl and run over the points f at stick equals to zero and now we have added the stick attributes in the points and let's copy this over here, here and here, like this. And now I want to add an attribute paint and paint a mask for its geometry, for the stickness. So let's add an attribute paint. Let's change this to stick. And here we can and visualize the color. And now I want to paint this, just hit Enter. And you can change the brushes like surface or paint only the surface or the volume. You can paint it as you like. And let's lower the opacity, let's say. and start painting this and you can paint this as you like, you can experiment and red means more stickness and blue and purple less. So let's paint this. Let's do some Radon paints. something like this for the boat I think it's ok and let's do the same let's copy this the flakes and you can also recast the strokes and start painting this. I want some less stickiness for the top flakes so the splash will will go a little bit longer and the liquid won't stick so let's keep this something like this and lower the radius a little bit and I want to stick more in some flakes and less another and to be honest I don't want to have any thickness here so yes let's delete this in the perimeter and let's say something like this for the flakes and also let's see how this looks alright I'm doing some Radom painting right now And let's merge all together over here. And we can add a color so we can preview them better. So let's change this to run from attribute and let's add the stick and change this to infrared so we have the paint that we did. preview it and copy also this here here and here. So now I want to add the VDB from Polygons and make a stick field that will add in the soap scalar field and let's change the voxel size and I want to add a distance field and also disable this and let's keep the attribute points stick and change this to stick. So now we have our stick field and we can add volume these and just preview this change this to stick and this is our stick field so let's add a null and rename this to out stick VDB. And let's add this to the soap scholar field in the soap path. Let's add the Outstick VDB. Okay, I also want to add a general pop drag and plug it here and let's lower this to 0.1 and I also want to add a pop speed limit and let's enable this, a mark speed and change this to 6 and I also want to add a vex So let's type if v at velocity in the y-axis is greater than 6. Let's change the maximum speed to 4 and I have tested this before so I know the values. You can experiment for your own RNDs and I think this is pretty much... for the setup, so I also want to copy the particle separation and let's change, let's relative reference in our flip sources so they can match and this one and also in this one. Okay, so yes, now I want to import the simulation, so let's add a DOP import over here and the DOP import fields. I will import separately the points like we did before for the serials and separately the flip simulation. So let's change this to flip fluid and let's add this here and copy the name from here also copy this here and the flip object. Okay, so here I also want to copy this and change this to points so if I run the simulator for one frame we will see the points over here and the flip particles over here. Let's add a group delete and delete all the groups here with star. And let's add the fluid compress. And also paste the relative reference here. And I want to delete some attributes, so by adding an attribute rename or delete attribute. And I want to change to keep here for the points. I want to keep the position, the velocity, the IDs and the pscale. I want to delete everything from the vertex and this is my final flip simulation so rename this to out flip sim and let's add an attribute rename also for the points here and I want to keep some points some attributes for the points and let's keep also the position the velocities, the IDs, the name, the orient attribute and the pivot. also add the null and rename this to let's say out RBD final points. Okay, so let's merge both together. And we have the compressed flip simulation and the points for the rigidbody simulation. And I will add the file cache. Let's change the color to yellow. And I want to blast separately. I want to blast the name of the bowl. Let's write hat name equals bowl. So, we have here only the ball, so delete non-selected and change this to points. so we have the bowl and also Uptame equals Flakes and the Spheres and also the Torques. Okay, so I have 159 points, these are all the points that we need and if I copy paste this and delete none selected, I have the flip simulation over here and let's add again an attribute rename and I want to keep point attributes so let's keep a p scale velocities and the IDs and add a particle fluid surface and also paste relative the particles separation from the dope network, just paste relative reference and change this to particles and velocity. Okay, nice. And here I want also to add a a last attribute rename and let's delete the pscale and in the primitives and in the details I want to delete everything and here and now I can reconnect like we did in the previous chapter with a transform transform piece, transform pieces, and I want to connect this one with our initial high geometries and this one over here and also at the time-strift and keep the first frame okay like this and nope and let's check if I have connected the right ones and And let's check again. So So I believe I have deleted all the attributes, yes. So now we have reconnected everything and just merge both together. And let's also preview with the bowl. Here we can also merge it later. So yes, this is pretty much for our setup. I will cast this out and I will come back to you with a flip book when everything gets ready. So the simulation is ready, I have made a flip book. Before checking the flip book I want to show you a small change that I did over here. We have to enable the use of dimensions. So we will have a correct thickness and I only changed this so let's check the preview and you can see the milk is pouring on the top of the cereals and we have the interaction of the splice in the beginning, the tendrils, the droplets. The cereals are rising up, are moving upwards, the liquid is pushing them and I'm happy with this simulation. It's not a light simulation until frame the half of the simulation is pretty fast about a couple of hours, but after that we have many collisions and it's becoming a little bit slow. And this is pretty much everything for the setup. And see you in the next chapter. Hello and welcome. In this chapter we will create the mesh of the flip simulation. Before we start, I want to show you something. You might have noticed a small movement in the flakes that we have in the first frames. This is because we changed the density of the flakes probably. So with the time shift we can fix this, we can add a time shift here and just change this to clown both and we want to start from frame 95 so type here plus 94 and we have I've frizzed all the flakes until frame 94 and then all the interaction is happening when the milk hits. So let's continue with our mess. Let's unpack the flip simulation, unpack points and let's see okay here are the packed and unpacked points so let's pick a frame let's say here and let's add the VDB from particles and we will need the particle separation from the flip simulation so let's copy this parameter and let's paste relative reference here let's Let's pick again our frame and let's change few things. Let's turn this to zero and you can see the first visualization of our messed particles. So we can get a higher radius scale. And let's also add a VDB reshape SDF. Alright, and let's lower this, something like this, and let's add the VDB Smooth SDF, and let's change iterations to maybe two and let's add add a VDB reshape SDF again and let's change this to a road, just a little bit, ferrosion. check again our particles and here and I also want to change the voxel size so So let's multiply it, let's say by 0.45 and now we have a better representation of our mass and the particles. Alright, and let's convert, let's add a convert with dv and convert these to polygons. And now we have around 1 million polygons, 850,000 polygons, so we can add a pic. And let's add a small distance. Yes. Yes, and let's add also a normal to add some normals and changes to points and changes to face area. And now I want to add an attribute blur and just blur the normals so we can have a small smoothness, enormous, you can see how it changes, just go around 15 or maybe 20, just don't don't overdo it because in some small droplets you might have problem So let's leave it around 20. And now I want to transfer back the velocity, so let's add an attribute transfer and transfer the velocity from the unpacked points and I need only the velocity from the points. Alright, and this is all we need for the mesh. We can cast this out. Add the file cache, change the color and let's add a new and call this out flip So this is all we need for the meshing. I will cache all the frames and I will see you in the next chapter. chapter. Hello and welcome. In this chapter we are going to create some web maps for the geometries. What we are going to need is the bowl geometry, the high polygon bowl so let's add an object merge and we can add this here and I also need another object merge for the serials and these are the serials and this This is a ball. So let's use these two and also let's object merge the unpacked points from the flip simulation. right and now let's copy this again here So, let's check the ball. We have 200,000 polygons. So let's subdivide this. And let's get some more polygons. okay and let's create an attribute create node and let's add a wetmap you can see it here and let's copy paste to the flip simulation and let's change the value to 1. So we have 1 for the flip particles and 0 for the geometry. So now let's add the solver. Let's connect here and here. Let's go to the first frame and let's get inside. So now we need an attribute copy. And I want to copy from this node to my first output. And I want to copy the wetmap attribute, disable position. And now I want to attribute transfer from here, from... We need to transfer the wetmap attribute from here to here, to the second output. So let's disable primitives and let's pick the wetmap. here let's change the distance threshold to 0.001 and the Bled Width to and let's also add an attribute bop and let's make a fade out effect. We need bind import to import the wetmap attribute and let's clamp it and let's multiply this promote the second input just rename this something like fade out this is the fade out effect and let's bind export the wetmap. And now we have the controller here, so we can fade out as we like the wetmap. I will change this to 0.95 and what I need is a color and change this to ramp from attribute and wet map we can change a color let's say to blue or red blue and this one to red. Okay, let's add the filecast. And let's see the color. So let's run the simulation for a few frames to see what's going to happen. I think the milk hits the bowl somewhere around here. And yes, we can see the red color that will be the milk colliding with the geometry. And I will cast this out and come back to you. And now the simulation is ready. So this is the wet map on the bowl that we have created. And we can control this more and pass the wet map to the color with an attribute loop. And let's just bind import the wetmap. And let's add the ramp parameter. Let's connect it here, let's change it to a spline gramp, let's add a color mix and let's change the bias. color is black and the second is white and just connect this to the color and now we have our spline here we can control this just play a little bit and and just change this to cutmule and let's say maybe something. Let's check. And let's see, you can control if you want more or less to fade. And let's say, maybe something like this. And we can do the same for the serials. Just add a new here and let's rename this out bowl. map and let's do the same for the serials. So we have the serials over here, the wetmap attribute, the value should be 0 and our points, our flip simulation points here and let's copy everything from here and this one here and here just change few values for the serials and I want something bigger here for the blend width and the fade out I want to be slower for this one and I will also cast this out and come back to you when it's ready and let's check the wet map on the serials and I like how it fades out. Let's check with the attribute loop. Alright, and this should be the serial out. Let's preview them together. And when the milk is heating the geometry, we can see all the mark that lives on our geometries and we can control this as we like with the fadeout and this is all we need for our wetmaps and see you in the next chapter. Hello and welcome! In this chapter we will prepare everything for rendering. Let's continue from here, we have all the wet maps and let's add a blast node and let's Let's blast at name, flake, and also at name, spear, and torus, and let's Let's keep the delete none selected, the sphere also I forgot the star. okay we have the bowl and let's keep here the flakes and I want everything separately so I I will copy this name and keep the spheres and also the torus. Okay, let's add some outputs, some nulls, and rename this to Out all final, and do the same for the cereals and just rename this to flakes final and spheres and the torus is... now let's add some object merge nodes and merge each one separately so copy this four times and I also want to merge the flip mess so let's merge here the bowl and disable the relative path and here the flakes and also the same for the rest and we have here the spheres and the torusies and I also need the flip mesh. Alright, let's disable the relative path and I will cut them from here and I will create new geometry nodes and and import each one separately. So let's keep here the bold. And rename this to bold render. Here I need also a floor to add a floor for the rendering. We could also add a dash of collider in our simulation. I will make a grid and add some rows for the grid. Also add a UV Texture node. Nope, a UV Texture node. this and let's add the flip mesh, the milk, rename this to milk render and let's keep for the mesh here this one and now we need three more nodes one for the flakes so rename this to flakes render and let's keep this one here and I also need to add few nodes so So for the flakes we can also add a rest attribute and also add a time shift. This will help later for the displacement. And let's delete, keep it the first train and the rest attributes. So we have the rest attribute on the points. Let's delete a few attributes. Add an attribute delete. and delete the color, delete all the fpx scale rotation and translation, delete also the material and keep the position, the rest attribute, the velocity, the wet mop for the primitives the name the normals for the vertex and the UVs and now we can add color nodes and again change this to ramp from attributes keep the wet map and for the color I need here the black and just lower this a little bit let's say 0.8 maybe 85 yes and let's disable this let's add also the spheres Spears render and keep this one and I will also add torusies for the last geometries. So rename this tutorial is render and paste the torus is I will copy this setup from here I also forgot to add UV texture so I will change this to modifiers and change the scale for the flakes and now let's copy this over the spheres and connect this here and this here keep the scale to 1 and for the torusies let's paste the same here and here and change the cave to three. So we are pretty ready with the scene for the rendering. I want to also add in the sampling tab in the render the velocity blur for the torusies and also for the spheres and for the flakes and for the milk and this is all we need I think we have everything here Let's check again. So we have the bowl, we have a floor, the milk, the flakes, and check again the lakes, the spheres and the torches. So this is pretty much all we need for the final preparation for the rendering and see you in the next chapter. Hello and welcome! In this chapter we will do the shading and the rendering of the final scene using Arnold GPU render. You can also use CPU rendering if you want, so let's start. I want to, I forgot to add a color node on the bowl, so I will add it now and I will change this to run from attribute, add the wet map and change the colors. I want this to be 0.05 and lower this a little bit. All right, let's add a camera. I will add a similar camera like in my example. So I had an animated camera, so let's go to frame 70 and add some keyframes here and here and change few values. I want this 0.5, 0.3 and 0.5. Let's also see where the camera looks and let's change the rotation. and this will be 63 and 0.3 and in frame 250 let's add again keyframes and let's change this to 0.8, 1, 0.8 and the rotation on the y-axis 46.4 and we have something like this. I also want to change the aperture to 45 and the focus distance in the sample tab will be 1.3 and I want also to enable the depth of field and change the the other two sides 0.015 and I also want to make some linear curves for the rotation and for the translation also. All right, so let's see, we have something like this. Okay, I think it's a nice frame. a nice frame so we need also to add an Arnold light and let's rotate it minus five a little bit in the y-axis let's change the type to skydome and the color type to texture and let's add the HDR and I'm using the ACES workflow you can check in the internet about the ACES and let's also change the intensity to 0.35 and the samples to 5. And I think this is what we need for Skydome and now let's go to the out and add and Arnold output for the rendering and change the camera. Camera will be number 2 and here in the properties I want to change the device to GPU. and in the output I want to add some AOVs, so add 8 AOVs and I want the beauty, I want the direct light and also the indirect. Let's add diffuse specular the code, the scene and the subsurface scattering. So we have our AOVs. and I will add some camera samples to 20 and also enable the deform keys for the motion blur change this 20 and the shutter length to 0.1 and I think this is all we need Let's see for the render output and let's wait for a few seconds and let's go also to the material tab. Okay, we have all the geometry with the lighting. So let's start building our shaders. Let's add an Arnold material builder, tap inside and add the standard surface here. Connect it, the shader to the surface. And let's add an image to import the texture, the planks texture, and let's connect this to the base color. And let's see. I have to connect the shader with the geometry, so let's go back to the geometries, to the object level and go to the render tab and let's add this material and render again. And we could also export everything as an Alembic files and Arnold likes Alembics. it could be a little bit faster so I don't want to add this to the bowl so Let's add it to the floor here and let's rename it also to floor and as you can see the texture is green we can add a color correction and change the color and let's wait a little bit all right so we can also change the UVs here I think this was 0.08, this was 15, the scale u and the scale v to 3. All right, so now we have our planks and let's add a color correction over here and let's change the gamma to 1.017. These are some values that I have tested before, so I will just change the values and I want something brownish so 1.34 here and for the exposure let's lower it and let's make it a little bit more brownish and 0.65 and let's also change the roughness in the specular and I will change this to 0.25 ok and this is more or less the shading for the floor let's make another shader for the bowl and rename this to bowl I will stop the rendering and let's jump inside add again a standard surface and for the bowl I want to import the color attribute where we have the wet map so let's add a user data RGB node and import the color here CD and let's connect this to the base color and I also want to connect this to the specular and the specular roughness. Not the roughness sorry, the specular and specular color here. And let's add this A there to the bold. Let's go back to the the object level and pick here the boat and let's check again. And we will do the same for, we will add a shader for the milk and the cereals also and also add the displacement for the cereals. So let's see, nice, we have our color here, wet map, we can change it accordingly. Let's see. And I think 0.5 is okay for my wet map. Of course you can experiment with the colors. You can see how it's changed here. So let's also add a power node here. and make it a little bit brighter and you can see how it changes Alright, and here let's make it more shiny or specular. Let's stop this and let's go back in the material level and let's build the milk shader. So here I want also an Arnold Material Builder. Rename this to milk. let's jump inside again at the standard surface and this will be a subsurface scattering shader so I would change the color a little bit and I will play with these values and depending the look of the milk that you are looking for you should experiment with all the values and 0.97 here and for the specular let's Let's lower this a little bit. And the higher. And now we need to add the subsurface. So let's change this to 0.5. Let's keep the type to random walk. and I will change the color to 0.93 here and 0.9 here And for the radius I will change this and make another color for the scattering. And let's lower the scale a lot according to your scene scale you should play with the scale and let's add the shader through the flip mesh so go back to the object level and pick the milk shader and let's see. You should experiment with all the values but I have changed for your scene. and let's wait for a while. I mean it's pretty fast for the interactive GPU rendering with all the geometries and You can see how the subsurface catering is working here. You have more values to play with, more parameters to play with in the CPU engine. but for the look development the GPU works great. So now we have also the subsurface catering for the milk, the milk shader. Let's build the three shaders for the serials. I will stop this. And as you can guess, Let's add another material builder, rename these to flakes. And let's jump inside. Make a standard surface. And connect it here. and now I want to import some textures so let's connect the image the RGBA to the base and let's pick in the flakes texture let's pick the conflict diffuse I will copy this node here, also, and here. I will connect this to the specular and change the texture to the specular. And I will change the values here in the offset and make this 0.33 and here also I would change is to 0.5 and also enable the single channel here for the base and what I want to do is to add here also the diffuse and also add the wetmap so So let's add a user.RGB. Let's import the color here, like we did with the shader of the bold. And let's put down an add node. here and here and let's connect this to the base color here and I also want to connect the code to the wetmap and also the scene color here. Alright, I also want to add the displacement, so again, image and let's pick the display texture and I also want to add the wet map so on the second input let's connect it here and let's also clamp it this will be 0 and this will be 0.001 and let's connect it here in the displacement. All right, I think we have all we need and we can start tweaking. So let's go and change here a few things. For the specular, I want there to change the roughness to to 0.4 and for the code let's lower the roughness and let's change the IOR a little bit and And for the scene, let's add this to 1 and change this to 0.6 and let's also add the subsurface, subsurface catering, so let's change this to 0.5 and I want to change the color 0.78 and this to 0.45 and I'm not sure now because we have to change this also yes this is the color I was looking for and of course we have to change the scale. Let's lower this and here we have changed the offset and here so let's add the say there here and pick the flakes. Let's go here in the Rnull tab and here we're gonna enable the displacement in a while so let's check how it looks without the displacement and let's wait for a while for a few seconds and with the displacement this will be a little bit heavier but it will be fine so I haven't activated the Arnold displacement yet and we can see the result from the shader. So let's make a snap and let's change this to catmule clark and change iterations. more iterations but a representation of the displacement and here let's lower this you should play with both these values you should experiment and see how they work and let's check again we will do exactly the same thing with the other two shaders. So let's check how the flakes look like. And can see how displacement changed. This was without the Arnold displacement and this is with the Arnold displacement and I like how it looks. So, let's do the same. I will copy this header here and rename these two spheres and I will stop the rendering for now and let's change few things I want black color for the offset and let's change the textures we have the ball and I need the colored fog here and diffuse here all right I need the specular here Let's go back here and pick the specular and we also need the displacement map. Alright, let's change few things for the diffuse here. I want to enable single channel and change the multiplier to 0.32 and 0.14 and 0 here and for the offset just a little bit 0.05 and I have the wet map here I have the specular here and I want black color here also and let's disable this I want only here single color and we have also the displacement we clamped it like before so let's change few things here for the specular, change the roughness, I'll maybe leave it the same and let's add another color here, let's lower the subsurface for the spheres and let's say for the color I want 0.3 here and 0.21 here and 0.13 here and let's lower the radius, let's leave it like this and the rest will be the same. Okay, let's see. Let's add the also here in the Sader, the spheres and for the spheres wet map we can also change the color here. here, so let's change this color a little bit and make it a little bit brownish also. and change this okay and I want to, yes we will enable also the the Arnold displacement here and let's change this to 0.5 and this to 0.005 and Let's check again. And let's wait a little bit. Now we have in both geometries here the flakes and the spheres have the displacement, so will be a little bit heavier and here is the displacement for the spheres also and with the same way we are going to make the last shader for the torus and let's add an R node material builder no basically I can copy this here and change this to torusys and also change few things. Let's change this map to go to the serial ring textures. Let's add the diffuse here and let's stop the rendering and also do the same here. I want the diffuse and the specular here and also the displace here. okay let's change here the offset to 0.5 0.5 and 0.5 and for this one I will also also lower, let's go back to the default for the multiply and let's leave the offset to 0.05. We have the color wet map here and for the specular let's change this to 0.2. and we have also the displays, we have the clamp and let's change here also the roughness for a little bit and the code and the scene should be like this and let's change the subsurface 0.4 for the torus and let's also change the color to 0.41 and 0.17. And let's add this one also at the shader here. and here let's also change this to cutmeal Clark iterations to three like we have here and let's change the displays to height to 0.012 and this one to 0.005 and let's hit render again and I think this is pretty much everything for the shading and the rendering I just added few more cameras with keyframes and did a small edit with a search and let's wait for a while and now we have everything We have the torus here, the flakes, the milk, the spheres. We could also add a displacement for the floor. We could also play a little bit more with the wetmaps. but I'm happy with the result for now. And let's wait for a while and I will show you my last example. My last render. So it needs approximately 6 minutes, 5 to 6 minutes for everything to clean. So I will stop this and show you my example. This is my last example. This is with Arnold GPU. You can see the displacement, you can see the subsurface catering the milk. I mean we could make it look more, we could boost the subsurface scattering more but I like this look. And I have placed few cameras and make few shots, I mean this is 28 seconds with all the shots together, normally you need two to four seconds for a shot. So I believe you can make some nice shots with this technique, even for a close-up, with some better modeling and texturing and shading maybe but I like it how it looks for the look development and this is all the rigid body and flip simulation interaction I hope you enjoyed the tutorial and thanks for watching" } ] }