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MK1 - Fluid Sims

Mercury Sim as seen in the story. Sims were brought into sequences as Geometry Caches

The same sim from story was sliced up and used at the start of a match in the Environment. Due to its size and short lifetime a Geomtry cache was used for this as well

A view of the sim in Houdini

Some of the sims I setup to run over night got a bit out of control

But it was fun to see it in running in engine (surprisingly well with reduced tri count)

Other areas of the environment featured deforming VAT sims mixed with static mesh, material work, and some extra Niagara splashes

Simulated the pouring gold for this story shot

Lava "spit" in the Pyramid levels. Consists of 3 VATs that blend into their own end frame to make a more seamless "loop"

MK1 - Fluid Sims

I did enough fluid sims on K1 that I felt it warranted its own post. The majority of those sims are seen in Katara Vala in both story and game. All fluid sims were done in Houdini and were either brought in as Geometry Caches (expensive) or VATs for runtime.

There were some fun results from sims I left going overnight, it was pretty quick to export from Houdini as alembics to get a preview in Unreal but I later switched to VATs for the smaller sims to improve performance.

Most of the Katara Vala sims loop with help from nodes in Houdini. The lava spit in Pyramid contains 3 sims that are chosen at random without repeats and were exported with some custom variables as colors to get data for time and UVs.

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