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Showing results for tags 'fluid sim'.
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How exactly do you do the workflow for Flowmaps. I know there's the comb and obstacle nodes in the gameshelf, but if you wanted to copy a fluid simulation, would it be as simple as doing:0. Timeshift/freezeframe your fluid mesh1. Attribute transfer the velocity onto your flat river plane from your sculpted fluid sim. 2. Then with a wrangle, normalize the velocity attribute, then add the X/z values to the UVs? ie @uv += @velocity;I know people blend the uvs back and forth - one with rest one with the distorted UVs but not sure how to do that - I mean I know how to add the layer node to create a uv2, uv3 etc, but as far as importing into unreal, the extra uv sets created in Houdini don't translate over on my meshes only showing one UV set. For Vorticity/foam - I'm assuming you just make a vertex colored mask then blend/lerp to your content?
Hello OD force, I'm a new Houdini user, and I'm looking for some general advice when it comes to utilizing Ocean FX & FLIP tools for a project. Right now my team has been tasked with recreating Myst Island, and our camera shots feature a lot of interaction with water. We need to see an ocean trailing off to the horizon, splashes on the shoreline, and camera shots that pan under and out of the water. Needless to say, for a new Houdini user, this has been a (little) overwhelming so far. BUT, luckily, I've made some progress, and there are a couple more months to figure this out. Here's what I'm curious about: - How will shading both the FLIP & Ocean patches work consistently within Mantra? Is it better to somehow make a custom shader for this or Is it better to mesh the FLIP Sim w. VDB and apply displacement on top of it via the ocean shader? (My concern is that perhaps displacement may not work work in conjunction with velocity attributes affecting the mesh) (Finding anything about shading water & foam/splashes inside Houdini has proven to be an elusive topic in general) - What are some recommended tutorials/resources that you think might be helpful? - How would you approach a technical challenge like this? If you're interested in seeing the blockout video, I have it on vimeo here: I've also included a screencap of the ocean I've built so far. Thanks for reading! Have a good day, - Tyler Bay