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  1. Hi everyone. I was wondering if someone would help me creating something like this image attached. I have tested several ways to created moving waves, but I could't deliver the sharp edges. Thank you
  2. Hi guys, I would like to fetch an attribute from geometry and use it to change some parameters in the CHOP network. The idea is to vary (offset) a CHOP "Wave" phase parameter for each point of the geometry. Thanks for helping. CHOPs_Random Attrib.hip
  3. Hey all, I'm trying to recreate this trail-motion form-like thing... I was trying to do it with a sweep and a path but I'm not getting the nice interesting shapes like in the image. Does anyone else have an idea on how to approach this? here is my failed attempt so far (in the hip): odforcehelp01.hiplc Thanks!
  4. Hi, I´m new to houdini, coming from the barren lands of the deceased Softimage. Really excited with the power behind H. Thanks to all of you that pay attention to questions that might seem silly and noobish. Im trying to generate rolling waves with flip fluids and custom velocities, ive been looking around and have followed several examples. As an exercise im trying to replicate something like shown in this video. Im sure its really simple, but so far i haven´t been able to replicate the pull and release force that the plane is applying to the fluid. (I know how to apply a custom velocity through a volume, but the attempts that I get are not as organic as shown in the video). Any pointers on how is the velocity being generated from the grid? thanks!
  5. Free video tutorial can be watched at any of these websites: Fendra Fx Vimeo SideFx Project file can be purchased at Gumroad here: https://gumroad.com/davidtorno?sort=newest
  6. Hi; Is it possible to deform a line using CHOPs nodes (wave) like the image before? Thanks for helping.
  7. Hello everyone!! I have seen these organic creations and I have fallen in love <3 How we can do somenthing like this? We need too much VEX code to achieve it? I'm sure that between all of us we can achieve it! Cheers!!!!
  8. Hey guys! I'm a houdini beginner and I was hoping to get some help on a project. Is there any way to make a breaking wave using an attribute transfer? I'm referring to the effect shown in this video: where the wave is folded over. Essentially I would like to make a blend shape of one curve to another, that transfers this wave effect onto another geometry. Can anyone point me in the right direction? I attached an in progress example. Thanks! WaveWIP.hipnc
  9. Hey Magicians! I recently started using Houdini, so my knowledge isn't as vast as some of you guys. I've been trying to figure out how to spawn whitewater along the top of a tsunami, however, I've been having lots of problems going in different directions. Through a lot of RND and research, I was able to get the flip fluid on the cusps but the whitewater just isn't spawning, I think I found the error, it has no "Point Groups: emitters 0". I've been able to copy spheres to the cusp and scatter pops to the cusp as well, but I need the whitewater (foam, spray) on the cusp instead and don't really know how to go about it. Other than for a project, I've been really interested in seeing how its done since so many people want to avoid it. Any help is much appreciated! TsunamiWave_FX_v01.hipnc
  10. Hi guys, I was about to make an effect of two ocean wave collide and combine together. But I have no idea where to begin. Someone who is interested in or have some idea please help me, give me some suggestion. Thanks a lot.
  11. 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
  12. Hi, Here is my WIP for a deformed wave. I need some feedback on this. The ocean surface is jittering quite a bit, what's causing this problem and how should i go about fixing? Here's the video:
  13. 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!
  14. 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
  15. 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?
  16. Hi all, I've been trying to figure out how to create a linear ripple effect (i.e. rather than have a single point as the source, I'd like to source it from a line/selected edge/group of points, so that it travels across a surface like a wave.) Now, of course, at a basic level the 'waveform' SOP node performs this exact operation - *However* it can only generate a single wave at a time, and it lacks the signature 'decay' of the ripple over time. I had the idea of using the wave operation in CHOPS using a sine wave with decay on it, however any changes to the amplitude are applied across the whole waveform, rather than 'at birth'. So it doesn't create a dying wave, it just scales down the whole waveform. (see image). Any ideas on how to achieve this? (just as an FYI, eventually I'd like to control the decay length with an animatable paramater & creation/scale of the ripple from CHOPS with a trigger.) It seems like it should be super easy - Maybe I'm just having a bit of a mental block! :/ Any mind jogging greatly appreciated!
  17. 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.
  18. Hi all. I need a help. Is there anyway to collide/dynamically float an object on ocean fx wave surface ? even if the object doesn't produce foam it will work.. I just need the dynamic motion of wave surface on object. I don't want to do an actual flip simulation.
  19. traiano

    Tidal Wave

    Hi I want to do a Tidal wave braking. It has to be a large wave with a LOT of foam and with a deadly curl. I made this rig so far for the surface with cloth. https://vimeo.com/62003308 Do you think it is better to put this surface animation inside an Ocean Tank 12.5 or it is better to do the traditional way of emitting flip fluids towards this surface and work on foam with velocity dependant?
  20. hankk0722

    Wave

    Hi everyone. I have done this personal project to learn FLIP and ocean surface filtered by point velocity from flip. If you have any comments please feel free.
  21. Hi there! I've been stuck on this issue for a few days now, and it's really doing my head in. It's seems fairly straightforward, but I just can't get i right. Basically the issue is as follows : Ive got a wavetank (scale - 150, 70, 150) and I've got an oil rig model that I want to function as a static collision object. My problem is that I'm not pleased with the amount of splashes and turbulence that this collision creates so I want to find a way to increase the turbulence/velocity that the collide object generates. I've already tried several methods like using a fluidsource in sops and adding curlnoise from there. It kinda works, but hard to control, especially since my scene scale is so large. Also Im converting to vdb and sourcing the proxy volume in the /autodopnetwork/staticobject. Does anyone have any immediate thoughts on how I could resove this? Help would be greatly appreciated Thanks /Erik
  22. 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
  23. Hi I'm working on personal project that have a shot with large wave and having trouble with it. I'm trying to make those kind a wave. and here is reference video. I have a basic set up for ocean from shelf tool but it's hard to figure out make that kind of huge wave. so How can I make that kind wave with ocean tool?? it would be grateful for any answer. Thank you
  24. Hi I'm working on personal project that have a shot with large wave and having trouble with it. I'm trying to make those kind a wave. and here is reference video. I have a basic set up for ocean from shelf tool but it's hard to figure out make that kind of huge wave. so How can I make that kind wave with ocean tool?? it would be grateful for any answer. Thank you
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