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Search the Community: Showing results for tags 'spectrum'.
Found 4 results
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
Heraklit posted a topic in EffectsHey, 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.
Hi, I would like to blend multple ocean spectra together to get rid of the visible tiling pattern, however merging/mixing different spectra together doesn't quite work, unless they have the same gridScale and resolution. I would ideally like to keep the solution as upstream as possible, so ideally at volume/spectrum level, as this would allow to drive potential subsequent flip sims which rely on spectrum data neatly, but I'm not sure if this would be feasible. Can you recommend a nice and tried workflow to add a low frequency noise to break up the pattern? Thanks MisterP oceanWaves_v004.hip
I'm playing with ocean and I have some question about the nodes and the foam creation. I hope someone can help me to understand that. first of all, I'm wondering what is the use of the Rest volumes that you can add in the ocean evaluate node, these are for simulation purpose only. There is not much info in the help about these volumes? and there is also under the foam solver tab "rest foam". What is it for ?. For the rest foam, It create problem at render time when I check the box, look like the grid is not displaced correctly? I'm also trying to mix or merge 2 spectrums together, because I got a hard time to get the look I want to achieve with big wave and smaller wave on top. At the moment I use an ocean evaluate with a spectrum creating big wave and check the deform box and I use this geometry to plug in another ocean evaluate with a spectrum creating smaller waves, is it the right way to do this or merging the 3 volumes giving by the spectrum node is better because you will have the foam solver computed correctly ? ( I try adding them in volume vop, but without success). With my setup with 2 evaluate node, I got a problem with animation of foam when I render the scene. The deformation of the noise in the Y direction is too quick and I don't know why? I hope someone have time to take a look at my scene, so I can get a better understanding of the oceanFX. oceanFX_v010.hipnc Thanks Doum