Welcome to od|forum

Register now to gain access to all of our features. Once registered and logged in, you will be able to contribute to this site by submitting your own content or replying to existing content. You'll be able to customize your profile, receive reputation points as a reward for submitting content, while also communicating with other members via your own private inbox, plus much more! This message will be removed once you have signed in.

Search the Community: Showing results for tags 'ocean'.



More search options

  • Search By Tags

    Type tags separated by commas.
  • Search By Author

Content Type


Forums

  • General
    • Lounge/General chat
    • Education
    • Jobs
  • Houdini
    • General Houdini Questions
    • Effects
    • Modeling
    • Animation & Rigging
    • Lighting & Rendering
    • Compositing
    • Games
  • Coders Corner
    • HDK : Houdini Development Kit
    • Scripting
    • Shaders
  • Art and Challenges
    • Finished Work
    • Work in Progress
    • VFX Challenge
    • Effects Challenge Archive
  • Systems and Other Applications
    • Other 3d Packages
    • Operating Systems
    • Hardware
    • Pipeline
  • od|force
    • Feedback, Suggestions, Bugs

Found 63 results

  1. Hi everyone, Im trying to add custom big wave to Ocean and Dop network. For polygons everything works fine, but for other fields like surface and vel its now working and of course dop isnt working well, i dont know how to add it or how to deform other field like polygons. Here is the scene: custom_big_wave01.hip
  2. Hello! I feel like this has an easy solution that I'm just totally missing, so at the risk of sounding dim: I have some scattered points over some geometry, and I want to use those scattered points to emit/create whitewater. What is the process involved in having points used in the whitewater solver? Thank you!
  3. Hello! I am trying to create a shader with the Arnold VOP network that is comparable to the ocean volume mantra creates when the ocean toolkit is used. I have Arnold experience, but am having a hard time finding resources related to rendering volumes with Arnold (that are free, I'm a student on a budget). Any help would be appreciated, thank you!
  4. Houdini tutorial VOL 01 Houdini Training Package number 1: Educator : Amin Sadeghvand | Software : HOUDINI 15.5 | Level : Medium | Duration : 13 hr | Volume : 4.31 GB| Quality : HD | Language : English . Website
  5. Hi, I believe that I saw a post about this, but I can't find it again. My ocean is clipping slightly through my ground. It causes white spots in the render. Maybe it has to do with refraction? What should I do about this? Change something in particlefluidsurface? Thanks.
  6. Hello all, Has anyone else run into this issue? Using Houdini 16.0.597 on Linux, I created a flip sim, used the Ocean Flat tank setup and created an extended ocean and all works well. But at render time, the flip part of the sim that sits above the waterline appears to be missing something and renders very dark. I have checked the reflect/refract limits, checked the displace bounds and I'm using the standard oceansurface shader. I have generated a suitable interior volume, and the issue is there with or without the interior. I have a screenshot of the issue (taken with my phone cam so apologies for the quality) - just the ocean surface, no interior. I have tried with simpler sims, different settings on the shader, and the problem persists... Any advice would be appreciated! Thanks, Matt.
  7. 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.
  8. Pluralsight is proud to offer three new courses... one covering intermediate level ocean shot development, a second covering the development of visual effects for Unreal Engine, and another covering the fundamental math concepts that are pivotal to working within Houdini. Below is a bit about each course and a link where you can check out the course overviews. Houdini: Intermediate Ocean FX by Andreas Giesen Link: www.pluralsight.com/courses/houdini-intermediate-ocean-fx In this course, you'll learn how to setup a procedural ocean and do a flip fluid simulation for a traveling boat in choppy waters. First, you'll discover how to use the ocean spectrum to create an infinite ocean. Next, you'll add the boat, do a flip simulation for a specific area with high detail, and add whitewater and mist. Finally, you'll extend the simulated area and set-up the shaders to render all the layers. When you're finished with this Houdini 16 course, you'll not only have an ocean rendered with a high detail fluid simulation, but you'll also have a workflow on how to master your own ocean and fluid challenges in the future. (Software required: Houdini 16.) Houdini VFX for Games by Andreas Glad Link: www.pluralsight.com/courses/houdini-vfx-games Have you ever sat down in Unreal Engine to create an effect, and not had a clue where to start? In this course, you'll start from the very beginning by creating the textures for your sprites. Next, you'll create debris in a way that allows you to use it repeatedly and uniquely. Finally, you'll add all the extras to really sell the effect, like decals, camera shake, and a shockwave. When you are finished with this course, not only will you have gained a deeper understanding of timing and the importance of telling a story with the effect, but you'll have planted the seed for future endeavors into proceduralism. (Software required: Houdini 15 and up, Photoshop and Unreal Engine 4.) Practical Houdini Math Tips by Beau Garcia Link: www.pluralsight.com/courses/houdini-practical-math-tips In this course, you will learn the math that drives Houdini effects production. First, you'll learn about Sines and Cosines. Next, you will explore the concept of Vectors. Finally, you'll finish the course learning about Matrices, Quaternions, Dot Products, and Cross Products. When you're finished with this Houdini course, you'll have a solid foundation in the math skills needed to produce high end visual effects. (Software required: Houdini 15 and up.) Thanks, and as always, I'd love to hear your feedback on these courses so we can continue to improve! Learn more about SideFX and Pluralsight: www.pluralsight.com/sidefx
  9. Hello! I can't get to work the new ocean surface setup, even with the provided scene files. I the viewport it's seems fine, but it renders flat. (and without the foam) Yes, I baked the spectra node. Can anyone point me in the right direction? There is none learning material about the new ocean surface, not a single tutorial, only the masterclass. Thanks
  10. Hey, What is up with these white patches? Do i just need to turn down refraction or sim at higher res? Thanks
  11. Hey, I have to work a a pretty huge ship szene. Unfortunately I can't really give out the spectrum file or the masks because during the baking process all my memory gets eaten up (64 GB) what ends in a crash. So we are talking about a test situation with only 1 million flip particles. I also decreased the mask resolution to 0,1 and tried ‘use input volumes only’. The flip domain itself is very huge (400-600 m).So how could I save some memory during this process or even make it work at all?
  12. 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
  13. 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 !
  14. 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?
  15. 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!
  16. 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.
  17. 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!
  18. 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.
  19. 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?
  20. 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
  21. 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.
  22. 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
  23. 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
  24. 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
  25. 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.