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Displacement tiling


nis

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In the help guide it mentions this section on making a large body of water. Can anyone shed some light on how exactly this is done. Is it within the matra node when you have connected it to "fetch_export_ocean"?

 

"Create a large ocean

Build a large map, render out the displacement maps, and let the displacement tile the results"

Edited by nis
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The tutorial covers increasing the size of the grid that feeds into ocean preview/render where the UV attribute takes care of the tiling. Is this the same and most efficient way of making a large body of water that stretches out to the 'horizon'? The help docs are maybe just worded badly.

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I once did a ocean shader before(not in houdini), so I'd say the way it used in houdini is roughly similar to adjust your uv size.

(It's always tiled when generate the grid from Tessendorf paper.)

If you do need the pattern to break up a bit, you can add some sin wave multiplied noise in world space.

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