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Found 53 results

  1. I am creating a long animation of a boat on an ocean surface. I am using the new guided ocean surface with Houdini 16 to make use of the extended fluid surface blending to an infinite ocean. I am encountering a couple of problems, one being that as the sim continues the boat becomes a submarine due to so much fluid, but also, relating to the topic of this post, white water emission is occurring everywhere making blending into the ocean a problem. The question is, how to I use the volume mask created by the particle fluid mask node to reduce the velocity, curvature, and vorticity of the compressed fluid sim so that the white water emission will blend better with the infinite ocean? Any insight would be very welcome. Thanks
  2. Hi everyone! I am completely new to Houdini and have a few questions about Ocean and FLIP. In the attachment you can see a simple “boat” with a FLIP (Guided Ocean Layer) connected to it, combined with a “Small ocean surface” from the shelf. 1. How would I go about blending the FLIP and the Ocean ? 2. The default shader for the FLIP-sim does not seem to have any “foam” on the top of waves/crest like the “surface” does. Adding Whitewater does create “foam” spray around the “boat”, but how would I go about getting foam on the wave-tops/crest of the FLIP-sim ? Thank you in advance !
  3. I've always been fascinated by procedural set modeling, so I figured I'd try my hand at modeling some tropical marine life in Houdini. I'll be posting my progress here! I have started hashing out a few basic types of coral, anemone, etc. Hoping to eventually get this all into a large scene. Anemone motion test: I apologize, but I cannot currently share hip files of these scenes since they may be used in a contract.
  4. In Houdini 16, after watching new ocean tutorial from official website, I can not find option 'Bake All Displacements to One Layer' in Ocean Evaluate node, anyone knows?
  5. Hello! I've posted questions for help developing my wave deformer tool before, and with the release of Houdini 16 a lot of possibilities have opened up! I was wondering if anyone had some ideas on how to integrate deformed geometry in to the new hero wave system? My wave deformer tool deforms a grid in to a wave shape, but causes the foam details to stretch across it unnaturally. I'd love to be able to draw from the nice foam created by the hero waves in H16. The reason I'm not just using the hero waves is because I am using it for a large tidal wave, and raising a curve in the hero waves to make it a tall wave results in a very unrealistic wave shape. Here's a video of my deformer that shows what I'm describing: Any advice is much appreciated!
  6. Hey, I don't know whether this is a bug or not but I can't use two merged ocean spectra with point instancing on them to deform the guided ocean layer. Thats strange because I can object merge this merged spectra and deform a grid. Why is this happening? I want a large ocean to get merged with a flip sim. Not wanting to use the new edge extension system but it would be helpful to have the same spectra be applied on the flip particles as well as on the grid.
  7. Hello guys, I'm working on a Bifrost liquid mesh that I imported into Houdini to render it with mantra since Maya couldnt manage my huge alembic file ( +300Gb ). There is no foam yet since it's in the process of meshing but I wanted to know what do you think about the liquid mesh shader ? I used the Ocean material from Houdini with some adjustment. Thank you guys!
  8. Hello. guys. I want to try to speed control the ocean spectrum(15.5) to slow down motion. but when I change the speed parameter, it changed the shape also. I want to keep starting shape and slow down ocean motion. Do you guys have any ideas? Thanks.
  9. Hello! I was wondering if anyone knows a way to run a flip simulation over specific geometry. The closest visual reference I can think of would be the workflow from Moana. Would you have to turn the geometry in to a fluid object, or is there some way to have the simulation run on top of the geometry?
  10. hello, I need to create a boat wake geometry deformation. i know how to do it in FLIP but we are trying to avoid doing dynamic simulation and looking for a solution that will be light and quick. It will be very much helpful if you could point me towards any resource available. best regards
  11. Hey, it took some time to find out but the problem I have is due to the poly density of the flip mesh. I want to apply the displacement maps from the ocean surface onto that mesh but I get weird artefacts until I polyreduce the flip mesh. So it seems as if the displacement maps can't be applied to highly detailed flip meshes, can it? I surely can use the adaptivity settings but thats just a stopgap. Some areas will remain pretty dense and if I reduce everything I lose surface detail. Is there a special trick to apply those maps propperly? BTW: this problem only ooccurs when rendering with Mantra. When I load those maps into Redshift it works fine.
  12. Hey guys. So i've done a flip simulation and created a VDB mesh from it. Then created a new scene and added ocean waves from the shelf tool and added displacement to the VDB mesh using ocean waves. So now i'm happy with my displacement on my flip mesh, and i want to create an infinite(large ocean) and composite these 2 renders later in post production. How do i apply the same displacement on my VDB mesh to an infinite/extended/large ocean? I have attached a screenshot and my .hip file, hope you guys can help me out Ocean_Displacement_01.hip
  13. Hello! I am making a geometry deformer to simulate large waves for a student film (we don't have the resources or time to sim out a large tidal wave), and I'm having difficulties with the shader. I'm starting with the default ocean shader to get a feel for it, but the displacement and creation of the white caps and foam are being stretched and look wrong due to the deformer. My thought process is, is there some way to include my deformer in the displacement process so it is factored in when white caps/foam are made? If not, is there some other way to effectively use the ocean shader on a deformed grid (without losing the white caps/foam)? I'm really hoping to be able to have the white caps/foam on the crest of the large wave the same way it appears on the small waves created by the ocean displacement. My files are attached, I apologize for the messy VEX in the hda, I've been hopping between VOPs and VEX in its development. Also note: the displacement maps are set to .picnc instead of .pic because I am working in Houdini apprentice currently. Thank you! displacementworkaround_v01.zip
  14. Hi Houdniks, I have a behaviour on my large scale ocean, which I can't break down to the source. It seems, the map breaks the neighboring edges or kind of a tiling problem. Don't mind the overall plastic look of the ocean, no serious shading until now :-) My grid is distorted by a noise, but the problem occurs even without the distortion. Any ideas how to fix this? Thanks in advance Dominik
  15. Hello guys! I'm some kind of a newbie to Houdini but not really in the 3D field. I would like to have some feedback and your opinion on my ocean shader. It's a simple scene which will be animated with a camera traveling toward the horizon, I use it to learn more about houdini ocean shader. Here's my shot : It's been few days I'm struggling with this one, so any feedback is more than welcome! Thank you guys, have a nice day.
  16. Hello guys, Here is my problem, I just finished building my shader for the ocean. When I watch the animation using the viewport everything is working like a charm, When I'm rendering the animation using the ocean_preview node in mantra, everything is working like a charm. However when I try to render using the ocean_render node or the ocean_render_export_maps, the animation is not rendering, only the frame 1 is rendering and it keeps the exact same frame for all the next. Can you tell me what is wrong ? The only way to make it work is by moving to the frame 2 and render the displacement from the current frame of the ocean_render_export_maps and then rendering the current frame using mantra. Should I render the whole animation using this process ? I need to render using the ocean_render1 to keep the infinite ocean which is connected to the grid1. Thank you guys, I really need help on this one
  17. I'm posting this on behalf of Benuts, a VFX company based in La Hulpe, Belgium. We are looking for an experienced artist to help on water/ocean simulation and shading. We're looking for someone with a lot of experience on that specific topic to help finalise shots for an ad, with opening sea - Moses type effect. More information will be provided after contact. If you are interested, please e-mail Alexandra Meese : alex@benuts.be
  18. Hi, I am Hanlong. Freelancer now. I lost my old account(waccoa), so i restart a new one. WIP on Behance: https://www.behance.net/gallery/40950385/Bottle-Ship Thanks! Vimeo:https://vimeo.com/174331356 https://vimeo.com/175924405
  19. Hi guys, I want to know how to control ocean displacement intensity. Like for example, I have this grid where I painted black and red. I want to have displacement just in the red area... use the Cd or the attribute disp_int (for example) as intensity multiplier. Another thing I want to learn is to have more than one displacement map combined... one with fast waves another more calm and so on... Cheers ocean_disp_intensity.hiplc
  20. Hi folks, first of all, my name is Dominik and I am currently working at Sunday Digital in Munich. I am fairly new to Houdini, originally coming from a Maya/Vray Background. So here is my question: I'm trying to get similar results to this image calm ocean, but I am having problems, to get the fine detail on top. The big waves are not hte problem, but layering bumps on top of the ocean surface shader seems bit tricky to me... I also want to have noises to drive the small waves differently and to simulate wind fields changing directions over the ocean surface. But I am doing hard at the moment to tackle this... Any pointers or sugestions? Thanks and cheers Dominik
  21. My 1st and 2nd shot made in Houdini + breakdown. Still doing compositing in AfterFX as I don`t know Nuke that well yet. Hope you like it. Janis
  22. Hey guys! What's up?! So I just wanted to post a topic here about creating a gigantic ocean wave (teahupoo wave) using Houdini. To start with I have some references in a video which I would like to take as a starting point. https://youtu.be/7n_mhlTzaxY First 20 seconds should give you a good enough idea. Now my question is, what are all plausible approaches to such simulation? There is one where you transfer velocity from "geometry to flip" to get the desired effect but I am more interested in using geometry deformation to create the initial shapes and then creating foam/mist from the hit points of that geometry. Any idea regarding this? Any help would be greatly appreciated. Here are some image references. 1 2 3 -bifrost
  23. My first VFX shot. If I would have known how hard and time consuming it`s going to be, I would have chosen something more simple for the first project. But I learned a lot by making this shot. Hope you like it. Janis
  24. Hey guys!!! I’m playing with a large ocean render using Mantra PBR. In my scene i have a simple HDR environment light, and an Area light. The Area light is actually creating all the specular highlights in this render and shader is the default from ocean waves. I’m not sure what passes to render for composite.. Right now i’m rendering depth pass, normal pass and directreflection pass. I would really like to have the specular in a pass, and maybe some kind of motion vector pass, how do i achive this? Since i'm using the defualt shader, i'm guessing i just have to use the correct vex variables for output extra image planes? If that makes any sense.. And can you houdini experts perhaps recommend me some other passes to render for oceans and flip fluids? Any help is greatly appreciated, thanks!
  25. Hi! I need to get simulation of the ocean, with waves which would have interacted with floating object (splashes, white water, foam). Ocean surface from Ocean evaluate and splashes from FLIP simulation. But there were problems: 1) Fluid reflected at the boundaries 2) Waves in the flip container do not have same shape with the surface of the initial ocean (ocean evaluate). Desired behavior of fluid has only in the boundary layer. Please tell me where I'm wrong. Thanx. ocean_test.hip