Jebbel
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Jeffrey
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Hi Ryan, I feel your frustration and I too have many questions that remain unanswered. Not much we can do about it unless more people get into it I'm afraid. Just here to say a maassive thank you for sharing your file
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- whitewater
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the ocean foam node generates particle geometry. Not sure if you could convert that to textures... The OceanShader does some magic under the hood to drive the displacement and streaking from that data. the conventional export to texture from the ocean evaluate node should also have streaking and foam information if I'm correct
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found this bit in a different post: In the white water solver, for the "Source Volume" you can use the surface SDF generated from an Ocean Evaluate node (volume tab). In the "Emission Source" you can use any particles converted to a vdb named "emit" and that will work. For instance, you could use the "Ocean Foam" to generate the source particles and merge them with any other particle source that you wish. maybe someone can help me figure this one out? I haven't been able to get this to work.
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I'm trying this...but to no avail. I feel I'm missing something. would you care to share a example file? much obliged
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Emitter Particles are created within a specified region based on various emission criteria from the input ocean layers. These particles could then be fed into any custom particle simulation for emission. Solver Foam particles are created according to the various emission criteria then run through a 2-D particle simulation that incorporates the ocean velocity and neighboring particle proximity to give realistic foam behavior. The output of this mode can be used directly for rendering foam with the Ocean Surface shader. This suggests I would need to use the emitter mode as input for POPS... On the launch event they are using the whitewater system with a deformed mesh. this is a unicorn...
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I've noticed this sop indeed... but it's not giving me that spray and mist like in the example. but maybe I need to pull the levers a bit more?
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Hi Everyone, I'm looking to create EXACTLY this effect in de houdini docs: https://www.sidefx.com/docs/houdini/shelf/largeocean.html#using-large-ocean (example vid) I've traced it back to the launch event of H17: (skip to 01:20:00 or so) Ofcourse there's no tutorial or documentation to be found on how to achieve this. Would anyone know how to achieve this? As far as I can tell the Whitewater setup still requires FLIP as input. I've had no sucvces doing this in the popsolver; it just doesn't look right... and I'm a noob much obliged!
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double post; please delete
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No... I ended up animating stuff by hand which was a pain the !#$@. The water was very turbulent and lighting very dark so there was some space to cheat. The Feedback scaling helped but I never really managed to fix this.
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Scene transformations and rendering volumes
Jebbel replied to Ankit Pruthi's topic in Lighting & Rendering + Solaris!
Thanks guys...this information solved my problems I was having with camera rays. The bigger your scene is...the more apparent the issues become (weird noise, flickering and clipping). We're scaling our maya scenes to 0.01 before alembic export and I rebuild the camera in houdini using the method described in page 118 -> http://www.sidefx.com/index.php?option=com_content&task=view&id=2711&Itemid=132 cheers -
Rendering out Depth Maps for After Effects
Jebbel replied to Jebbel's topic in General Houdini Questions
Thanks a bunch guys for steering me in the right direction -
Rendering out Depth Maps for After Effects
Jebbel replied to Jebbel's topic in General Houdini Questions
I think I just solved my own problem :P. When you use EXRtractor to pull out the Z pass I need to go out pretty far on the white point value. at around 300 I start to see my gradients -
Rendering out Depth Maps for After Effects
Jebbel replied to Jebbel's topic in General Houdini Questions
Hi all, Thanks for your replies. I've tried 32bit across the board and it still loads as a single color. When I put it through a comp network and use equalize...then I get some range back. I have no problem exporting a depth map. It's the import that's difficult; specifically After Effects. it's also red...which seems weird :P. See attached "equalized" output. -
Hi all! Maybe this is a very stupid question... but it seems to be a difficult thing to do so here goes; Is there an easier way to output depth maps for After Effects? I now have to import my renders into Houdini and put them through a comp network to equalize the values to get a usable rgb map. importing directly from Houdini into After Effects results in a black and white map with no detail in between. How do you guys do it? cheers, Jeffrey
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hi guys, simple question (for the gurus out there). Let's say I have a FLIP sim, written out as .sim, is it possible to use the "embed in fluid" method to advect objects to the sim without re-simming the whole thing?
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- flip
- embed in fluid
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