An implementation of a melt SOP in Houdini that allows users to melt an object using a 0-1 slider.
How It Works
The basic idea:
1) Move the points down proportionally according to the melt amount.
2) If a point gets below the bounding box, set its Y value to the minimum Y of the bounding box, and spread the point outwards in the XZ plane. This spreading-out motion could be in a radial direction away from the centroid, or along the point’s normal
For an object with holes, such as a torus, using normals would be a better choice so that melted pool will spread into the holes as well.
For an object like a cube, spreading radially outwards from the centroid would be a better choice because the normals for each side are facing the same direction, making the spread look stretched at the corners and unnatural
Noise is added to this outward spread to give a bit of variation.
3) Lastly, we need to give the melted pool a thickness, otherwise all the faces will be at the same level and undesired flickering will occur during shading. This is done by moving the points of the pool down proportionally according to how much they are supposed to be below the bounding box. This will cause the object to go below the ground, thus we have to move ALL the points up so that the bottom of the object stays stationary at the same level.
In Houdini’s main menu bar, select File > Install Digital Asset Library…
Select the path to the desired .otl file, then click the Accept button
If the above steps do not work for any reason (perhaps due to a different version of Houdini?), you might have to create the OTLs on your own from the .vfl file. There are two ways to do this:
Worked at Wētā FX, Digital Domain 3.0, Sony Pictures Imageworks, MPC, Industrial Light & Magic (ILM), Double Negative
I am a Technical Director with strong interests in both tech and art. My life evolves round VFX, photography, software engineering, tools programming and generally anything that looks / sounds cool.
I have done a variety of CG programming, including fluid sims, muscles, soft/rigid bodies, raytracing etc. These knowledge complement the visual works that I do as a TD in VFX.