The CEO at ZibraAI Alex Petrenko has talked about their new plugin that uses the synergy of physical solvers and ML-based neural object representation to simulate liquids, discussed the company's future plans, a gave us the behind-the-scenes look at how Zibra Liquids works.
Check out a compilation of tutorials and materials packs that will help create a realistic water simulation.
Check out a few courses and tutorials that will help you learn the water and clouds simulation using Houdini. The compilation also includes a bonus pack with VDB clouds from screenglow.
Artur Ishmaev briefly talked about his dissolution effect experiments in Unreal and his personal experience with the engine.
Get a free pack for smoke, fog, or steam building from Unreal Engine Marketplace.
Check out a cool tutorial on how to build a water simulation and build it into your scene.
Kate Xagoraris tried to combine Houdini's proceduralism with scientific data and shared her approach to simulating The Cosmic Web and creating a tutorial for it.
We've talked to character artists, game developers, and animators, discussed why is it so hard to create complex and realistic cloth simulation in games and revealed what the current solutions are.
Jack Jägerman discussed his approach to creating different types of particle simulations in Houdini for his project Downfall, talked about adding materials to the particles, and gave a few useful tips on technical art.
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