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Showing results for tags 'ocean spectrum'.
Found 3 results
Attempting to use the guided ocean layer to simulate boat interaction in very large seas (15-30m). Getting lots of cascading down the wave face in the flip area, also some general instability. Has anyone tried this? Is this something beyond the scope of what the tool is designed for? cheers, jm
Hi All, got a bit of a weird one I can't seem to be able to figure out ... maybe long days/nights ... who knows. So using the new H16 ocean tools, I am writing out a spectra and then masks per frame to disk (each seperate via a split sop). They are created by merged ocean spectrum sops (both displacing same grid and they even have the same resolution). When I render using the default oceansurface shader using a low res grid with the same size as the one used for the ocean spectrums I get this grid-like renderartifact shown in the image below. Setting the renderflag to the ocean evaluate, I don't get these issues. I have played around with displacement bounds but maybe not enough?! What am I missing? Gotta be some thing stupid I am doing here somewhere! any help appreciated cheers
Hi guys, I'm relatively new to Houdini and I'm trying to find a fast and easy way to add mist to the already great off-the-shelf wave tank. I have found one video so far: He seems to be adding particles via POP over the surface and deleting geometry with the color attribute. Unfortunately no additional information is given. Any houdini veterans out there that can reverse-engineer this system? Any help, information or examples is greatly appreciated .