Lavaman Part 1 - Simulation in Houdini

Taught by Ganesh Lakshmigandan
Duration:
3 hours 39 minutes
Software Version:
20.5 
Launch Date:
May 2025 
Course Number:
HOU242
3D
vfx
Ganesh Lakshmigandan shares the workflow behind crafting a realistic humanoid figure emerging from a lava pool, blending molten and solidified elements with glowing detail.

Part one of this two-part course focuses on building the complete simulation framework for the shot. Foundational techniques with Houdini’s MPM solver lead into the creation of interconnected elements, including a molten lava pool, background lava stream, and surfaced solidified pieces. Additional workflows demonstrate how to transform rigid geometry into dynamic MPM simulations for enhanced art direction, all essential skills for delivering high-end FX shots that hold up across long frame ranges and complex scenes.

Atmospheric elements are added using the Axiom solver to create volumetric smoke and heat plumes, with workflows that can be easily adapted to Houdini’s native Pyro tools. The course also covers creating a sticky lava pass with the Flip solver, integrating solidified pieces back into the molten surface for seamless interaction and enhanced realism.

Ganesh Lakshmigandan brings deep industry experience to this training, with credits on blockbuster productions like Avatar: Fire and Ash, House of the Dragon: Season 2, Avatar: The Way of Water, Dune: Part One, The Jungle Book, and Dunkirk.
When he’s not doodling in Houdini, Ganesh pursues his passion for street photography, capturing the essence of everyday life through his lens. Follow his journey on Instagram: @g.lakshmigandan.
 

Class Listing

Class 1: Foreground Lava Pool – MPM Simulation

The course begins with setting up the foreground lava pool using Houdini’s new MPM solver. This simulation features a humanoid character emerging from molten lava, interacting with floating solidified chunks. Molten lava dripping from the character’s body is also integrated into this primary simulation pass.

Class 2: Finalizing Foreground Lava Pool & Lava Streams – MPM Simulation

This class completes the foreground lava pool setup before moving into the creation of flowing lava streams. Using the MPM solver, secondary lava elements are built to flow naturally through the rocky environment into the cave interior.

Class 3: Background Lava Pool – MPM Simulation

The background lava pool is created using a modified version of the foreground setup, optimized with a slightly lower simulation resolution. Lava streams are included as colliders, establishing pseudo-interactions between flowing and pooled lava for added realism.

Class 4: Surfacing – Foreground and Background Lava Pools

Surfacing workflows for the lava pools are covered in detail, including techniques for transforming fractured solid pieces onto simulated MPM chunks. The molten lava component is surfaced separately, providing greater control over material blending and shading.

Class 5: Surfacing Lava Streams & Lava Threads – Flip Simulation

Surface generation for the lava streams is finalized, followed by the creation of sticky lava threads using Houdini’s Flip solver. These threads stretch and tear naturally as the solidified pieces shift, enhancing the physicality and believability of the interactions.

Class 6: Character Fire – Axiom Simulation

Fire elements are added to the character where it emerges from the lava. Using the Axiom solver, localized fire simulations are created, with workflows that can be used with the Houdini Pyro Solver.

Class 7: Character and Environment Smoke – Axiom Simulation

Smoke simulations are developed for both the character and the environment. Emission sources are derived from the transformed solidified pieces and the character itself, with careful shaping and control. Once the character smoke setup is finalized, it is repurposed to generate smoke for the lava streams and foreground environment.