Bubble Simulation
Shot from The Dead Sea Film
I ran the bubble simulation using pop solver. I start by selecting the mouth piece geometry from the diving gear, copying a bunch of spheres to points using the copy to points node. Then adding a trail node so that the bubbles trails along as the character moves and then painted where I wanted the bubbles (spheres) to populate from using a paint node. Using a few lines of code in VEX, I was able to make the bubbles size different. (When the spheres spawn in, they are in different sizes)
The logic was there but it was broken (as for the first breakdown). The bubbles were going through the helmet even though it was set as a collider, and the bubbles were very round. It was a little bit confusing as I got the setup right.
I was able to brainstorm this problem with a friend and found out why it the colliders were not working - it was because the helmet's visor was a plane and Houdini wasn't reading it as a 'collider mesh'. So I extruded it inwards and made the visor thick, and then merged the visor, helmet and the rest of the geometries together and put them as collider.
(Second breakdown where the bubbles were red) I also turned the helmet into a VDB and then it worked perfectly fine! After it was clear that the bubbles are bouncing off the helmet, - for the bubbles to make it look blobby, I converted the spheres to VDB then back out as polygon and it splits and clumps together!