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Match Ocean Shader Disp in VOPSOP


JRoberts86

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Hi Everyone,

I am working with the Ocean Toolkit and currently developing the a system to drive the crest particle simulation.

I am using the mineigval attribute to source the particles which works well but once I apply displacement to the surface via the shader the location of the particle source does not match. I looked into transferring the HOT values into a vopsop to match the displacement prior to the simulation but although results are close there is still an in discrepancy between the two.

In the shader version there is a lot more surface detail which although is the main difference between two I am more focused on the position of the larger peaks which do not have the same position.

Is there a way similar to using a SOP attribute to drive a shader; but use a shader attribute to drive surface geometry in VOPs.

If anyone has any ideas how to solve this I would love to hear your suggestions.

I have attached a .hip file to this post.

Kind Regards

J

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  • 5 months later...

Hi Everyone,

I am working with the Ocean Toolkit and currently developing the a system to drive the crest particle simulation.

I am using the mineigval attribute to source the particles which works well but once I apply displacement to the surface via the shader the location of the particle source does not match. I looked into transferring the HOT values into a vopsop to match the displacement prior to the simulation but although results are close there is still an in discrepancy between the two.

In the shader version there is a lot more surface detail which although is the main difference between two I am more focused on the position of the larger peaks which do not have the same position.

Is there a way similar to using a SOP attribute to drive a shader; but use a shader attribute to drive surface geometry in VOPs.

If anyone has any ideas how to solve this I would love to hear your suggestions.

I have attached a .hip file to this post.

Kind Regards

J

you could write out a pointcloud of the wavetops in the shader and import this back into sops and use it as a source for the particle sim...

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