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seaplane landing


jason_slab

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hey

a little project I've been working on. :)

the plane is modeled in Houdini, i used HOT for the wide ocean and Naiad for the fluid sims and spray.

all the passes are rendered with PBR. comped in Nuke.

render times:

all rendered at 1080p

plane between 9mins and 20 mins a frame

white water(splash ballistics) between 4mins and 8mins a frame

forground ocean(sim'd fluid) between 15mins and 20mins a frame

background ocean(HOT) between 9mins and 15mins a frame

render times vary due to different render farm machines

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That´s VERY nice.

There should be some nice Naiad vs FLIP comparisons when H12 goes gold. I like most tests I´ve seen from Naiad sims, but I´m still pretty reluctant to go to sim on some other package to do what we got in Houdini already...

Thx everyone

Fron what i've tested while flip is great, Naiad is still much better, especially when it comes to memory usage at high particle counts, I also find Naiad producers more stable sims, and the viscosity is really solid. That being said I havnt had a chance to look at flip in 12 yet ;)

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Hey Jason!

Been awesome watching the progress on this, and the final version really is amazing!

So when are the Naiad masterclasses starting? :P

Matt.

PS: Hope your holiday is awesome!

ahh thx Matt

hehe the masterclasses should start as soon as Ralph get his act together.. :)

and thx you have a great holiday to!

j

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So, how does this work? I see the combination of a HOT ocean and Naiad pretty often. Do you use a snippet of the HOT surface to emit your ocean-part of naiad? How are the two resulting surfaces fused?

*Edit: Never mind, I overlooked your explanation down in the Vimeo-comments

Edited by Oddball
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So, how does this work? I see the combination of a HOT ocean and Naiad pretty often. Do you use a snippet of the HOT surface to emit your ocean-part of naiad? How are the two resulting surfaces fused?

*Edit: Never mind, I overlooked your explanation down in the Vimeo-comments

cool glad you found it.

Naiad has a NOT(Naiad ocean toolkit) build in now, but i havn't had much chance to check it out, this should make handling heavy meshes a lot easier :)

jason

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