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EuniceC

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About EuniceC

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    Eunice
  1. Hi, Here is my WIP for a deformed wave. I need some feedback on this. The ocean surface is flickering quite a bit, what's causing this problem and how should i go about fixing? Is this a shading problem or something else entirely? Thanks
  2. Hi, Here is my WIP for a deformed wave. I need some feedback on this. The ocean surface is jittering quite a bit, what's causing this problem and how should i go about fixing? Here's the video:
  3. Hi, I am currently creating a wave deformer. It is a mesh and I was using the delete node to manually delete the extra surfaces of the mesh. (for example if I only want the curved part of the wave but I need the grid to be long in the first place to generate it) However, my point trails became weird and this is affecting the result when I use the intersect VOP. I suspect that the problem lies in having some deleted points in lines like in the mesh.png image. Is there a way to make sure you can select the straight lines? As you can see in the attached images, my point trails extrude all the way out of the mesh. How can I fix this problem? Thanks
  4. Yes that is exactly what I meant! Thanks a lot!!
  5. This is amazing! Sorry for the late reply. I have been working on the wave scene and have finally achieved a desirable look. Special thanks to @moneitor for your help!
  6. Thanks for the suggestion but I've already tried that. I rotated my wind direction to 90 degrees, I get the vertical lines. The directional bias and directional movement just makes it move more in the wind direction. In the image above, even though the waves have those vertical lines, the water particles are still moving forward to create the breaking wave. That's the effect I want to create, without converting my whole mesh into flip as that would make the simulation too heavy to be computed. In your example hip file, the waves have the lines but it's moving in the wrong direction. it's basically what I want to fix.
  7. Hi, I have a question about the ocean spectrum node. I have created a deformed wave using a grid with ocean spectrum and ocean evaluate node. I can change the ocean spectrum wind direction setting to achieve the kind of look I want, which is to have the vertical lines on the ocean surface, something like the image below. But if I only do that, the waves direction is still wrong, they are moving sideways. Is there a way where I can create this effect with chops moving in the right direction? I thought perhaps I should create another ocean spectrum and put it on top of the first ocean spectrum. This is pretty urgent, does anyone have any suggestions? Thanks!
  8. I tried something using vdb and getting the cross product of velocity vector and gradient. I then used Ray SOP for the whitewater emitter. I used "OUT_EMITTER" from oceansurface node as my whitewater emitter. I still couldn't get the effect of whitewater where it moves more randomly but at the same time follows the movement of the mesh. At the moment all they do is fall downwards. I tried various methods but it's still doing the same thing. For my flip, I used "OUT_VDB" for my flipfluidobject. I want to achieve something like the one in the reference picture, or at least something similar. WaveDeformerTestQuickMask_edit2.hip
  9. Actually, the waves are still and I was thinking of generating the whitewater particles through the movement of the cusps. Clearly that was not enough and it probably wouldn't work. I have animated the wave to fit what I want and modified my wave accordingly to achieve the curvature scatter points. Now it's emitting particles, I just have to make the points float. I'm think to make the particles float, I have to create a surface VDB on the mesh and connect to the pop network? Here is the updated file WaveDeformerTestQuickMask_edit2.hip
  10. That's great. I will experiment with it. At least now I have an idea of which direction to work towards. Thanks a lot! Do post your example if you have time to make something over the weekend
  11. Thanks for the reply! Would you elaborate more on the part about creating a mask? I have attached my hip file here so you can see how I've set up my wave. I was thinking perhaps I can use the shelf tool (Flip Fluid from Object) and make a flip sim from my scattered points there and then just use the whitewater shelf tool. I'm not sure if this will actually work. From my understanding, the scattered points are already the particles? WaveDeformerTest.hip
  12. Hi, I need some advice on how to create whitewater on a mesh? I created a deformed wave using a grid and Attribute VOP instead of the ocean tools. The reason for that is that I wanted my wave to curve in an unnatural way. I'm trying to set up whitewater, spray and mist for that wave at the moment and I'm not sure where to start. I can't just click whitewater from the tools because my mesh is not a flip sim. What's the best way to go about this? I thought of using vdb from polygons but then I'm stuck again and not sure where to go from there. Please help! Any advice will be appreciated! Thanks
  13. Hi,I have used the attribute VOP to create 2 separates wave deformers. I would like to blend these 2 together to get the shape that I want. I tried using different attribute nodes but I can't achieve the effect of blending the meshes together. How do I go about doing it?I have attach my nodes network and the image here. You can clearly see that the meshes are separate, I want to combine the mesh. I tried joining the 2 attribute VOPs one after the other but that only increases its amplitude and nothing else, I want the 2 mesh to join at different position so I get a v shape effect like the png image I show here. I thought of perhaps multiplying the 2 wave matrix together by using the attribute wrangle node but i'm not sure how to call out the VOP variables individually when both waves' output is the same (position P). Is there a better way to do this? Any help and advice would be appreciated, Thanks!Eunice
  14. Thanks for your reply! I will try out your method. Here is also a hip file with the locked geometry and the geometry file itself. I didn't really worry about the fluid underneath the ocean that is within the boat until I saw that it gave me problems when I have big collisions with the waves. I have simulated a stormy ocean, so as the boat collides with the big waves, some spray particles are leaking from inside the boat and it looks pretty obvious in my point of view because it occurs on both sides of the boat, so no matter which side I twist my camera to, I can still see the leak. I attach the link of the test I did here. OceanBoatSim2.hip boat_v001.bgeo