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#blender #houdini19.5 #houdinitutorial #unrealengine Procedural rigging and animation with SOP-based characters and rigs Join this channel to get access to perks: / @faddyvfx my patreon: / faddyvfx What is KineFX? what is new in houdini 19.5 New features and changes in Houdini 19.5. The new Shallow Water Solver SOP node simulates, how water behaves in certain scenarios. Typical examples are ripples and non-breaking waves, ponds and puddles, or water, running over cracks and surface irregularities. The Shallow Water Solver is entirely based on heightfields. Heightfields can be painted, sculpted or created from displacement maps. The solver recognizes the included height information to simulate, how water behaves in such an environment. The solver’s output is also a heightfield. In contrast to particle fluid simulations, the Shallow Water Solver is a 2D solver. The main advantage is the solver’s simulation speed. The flooding of huge landscapes with the Shallow Water Solver is much faster as with particles. Also the amount of cached data is significantly smaller and you don’t have to use particle surface methods to create meshes. Other effects, like the filling of glasses and pools, can’t be performed with the Shallow Water Solver and still require particles. Secondary effects such as whitewater, foam or splashes from collisions are not available with the Shallow Water Solver by default. The Shallow Water Solver is controlled through masks. With masks you can define the location of sources, sinks, and where forces should be applied. It’s also possible to connect custom velocity fields to drive a simulation. Masks can be applied through Houdini’s heightfield mask nodes, e.g. HeightField Draw, HeightField Mask by Object or HeightField Mask by Feature. The mask’s value (0-1) determines the water source’s (or sink’s) strength. Values of 0 have no effect on the simulation, 1 means full strength. This way it’s, for example, possible to create sinks, where the water slowly trickles away. Masks can be static, animated or deforming. Animated and deforming masks are evaluated per frame or - if the changes are very fast - per substep (slow!). The solver’s Constraint Updates sub-pane provides appropriate Frequency parameters for sources, sinks, and forces. Displaced water from collisions with moving objects is possible, but requires custom velocity and force fields. The quality of the results also strongly depends on things like object speed, scale, and solver substeps. For accurate and highly customizable fluid-object interactions you can use Vellum fluids or FLIP fluids. The Shallow Water Solver node’s output contains all heightfields, masks and the water’s velocity field as separate channels. You can see in the node’s Node info, which heightfields are available.