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Found 10 results

  1. Hello, Houdini wizards! In Houdini 16, I'm trying to merge my FLIP sim with the ocean surface, but i'm stuck with the workflow. It seems like in the newer version of houdini 16+, save_spectra has "replaced" "ocean render". With houdini 15, all you had to do was connect the core fluid to ocean preview AND ocean render, and then use the fetch node and point to the ocean render displacement location. However, in Houdini 16, due to the different nodes for the "small wave", i am experiencing lots of problems creating the displacement maps. My viewport which shows the FLIP sim and the ocean waves is completely different to my render window! 1) What i did was that i saved the output file in "Save spectra" node. 2) The fetch export node is already sourcing from save_spectra. 3) Mantra node connected to fetch export spectra. 4) Created and locked the camera to perspective view. Now when i render, its only rendering the small ocean waves, and completely ignores my FLIP sim. What am i doing wrong?? Can someone save me? Thanks!
  2. !ZLS Productions is looking for a Houdini artist for a project based remote job. Project includes: - Beach tank simulations - Ocean tools with flip fluids (jetsky and large waves) - Grass creation - Shading and proper render setup for the above - Scene setup, environment development Project will start in the very near future, please, apply only if you are available for immediate start. Send your relevant reel here: info@zlsproductions.com
  3. Student Demo Reel

    Hello, this is my student demo reel showcasing what I've learned within 8 months of learning Houdini and I was wondering if I could get some feedback on it.
  4. tips for Splash tank

    I've been working on a shot with a splash tank for a while, I have it working with some collision objects and i'm wondering if anyone has any pointers/tips to get help get it a production finished level? The shot has been lit with an environment light and sun. I have been trawling this and the side fx forum for anything and haven't found too much. Is decreasing the particle separation the main way to get a realistic looking sim? How important is increasing the Resolution Exponent? I have struggled to even slow the speed of the water. Any tips would be great, I'll keep testing, am currently using an old, under-powered laptop but about to buy a new workstation which will make it easier.
  5. hi friends like the title says I am trying to get the Houdini ocean fx to Softimage, both the mesh and displacement. the displacement images created in Houdini as a pic file doesn't seem to work. anyone has a suggestion on work flow to get them to Softimage? cheers
  6. 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
  7. Hey there everyone, I'm having this annoying error, every time I start simulation at a high resolution, around frame 5 the computer crashes with this error 8152: Fatal error: Segmentation fault. Houdini Apprentice Windows 10 64bit AMD FX 9590 32 GB RAM AMD R9 290X 8GB
  8. Ocean in a Bottle Sim

    Hey guys, I'm extremely new here, and have just been experimenting with Particle fluids and Ocean FX. I'm now trying to achieve a Wavy Ocean effect inside a bottle (eventually it will have a boat on the water) but i'm lost for how to get the Ocean FX to be contained within the Bottle mesh. Could anyone recommend any resources that could help, or push me in the right direction? I have managed to get a FLIP Fluid form Object in the bottle, but the particles slowly leak from the mesh at two points in the mesh. Any help would be great.. Thanks!
  9. particles going through geometry

    hey everyone, I'm working on a boat wake sim and some of the particles are going through my geo. I setup my geo with vdb to make it airtight but still some particles are getting through and doing some weird things. is it possible to kill off any particles that get inside? i attached my script, thanks to anyone who is able to take a look! chris oceanwake.zip
  10. Hello everzone! I'd like to ask if there's a way to increase the splashes from collision (made by static RBD object) objects.. I have a setup which works (more or less :-) ) and I need the water to be traveling at this speed. But I'd like it to be splashing on the rocks and be more wild on the collisions. Is there a way to increase the collision effect/add more splash particles on collision? I tried to play with the whitewater emitter settings (min/max curvature, speed, etc..), but it doesn't work.. Thanks for any advice! splash_tank_test.hip
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