Jump to content


  • Content count

  • Donations

    0.00 CAD 
  • Joined

  • Last visited

Community Reputation

0 Neutral

About Furox

  • Rank

Personal Information

  • Name
  • Location
  1. Deform Grid with attribute color

    Thank so much!!! This is exactly what i needed :)!!!
  2. Ocean Baking Displacement

    Hi people, Did you say how to bake the displacement after the ocean evaluate and export it ? Thank you so much!!
  3. Deform Grid with attribute color

    Thank you, for the fast reply! This is working!! But, can i have mush control's on the height, the displacement and the angle of my color? With the attribute transfer, i can do a treshold, but not more.. I will share my scene, but I wish to have more control... AttributeColor.hip
  4. Hi guy! I little question about how to deform a grid with the attribute color... Is a simple question, but i don't know how :O! Thank so much!
  5. Emit from a geometry collision

    Okay, i'm gonna try this :)!! Thank you so much for the tips :D!!
  6. Emit from a geometry collision

    Thank for the fast reply! Yep, I tested it however my goal is to make the collision of the boat with the grid a emitter and after, the boat push the particles to the surface of my ocean (it could also sticker), creating the illusion of ripple on a ocean !!. Many thanks:D!
  7. Emit from a geometry collision

    Hi, Simply create artificial ripple around the boat :)!
  8. Emit from a geometry collision

    Hi everyone! I am currently looking for a way to make a boat to generates like a emitter... and making a little small splash at the bottom of its collision with already pre-simulated waves… I wish to use an Emit Particle Fluid, in order to generate a ripple motion around the boat. My problem is mainly to succeed in emitting a splash with the collision of the pre-rendered waves without the particles flying away... Many thanks again!! test_example_ripple.hip
  9. Ocean not the same of the sim

    Hi guy!, I’m having a problem with my ocean simulation actually. Basically, in my initial wavetank_initial, I connected an ocean spectrum that is exactly the same as my ocean that I wanted to create around my simulation. However, even if they are identical in the parameters, the wave shape is clearly not the same. The height is too high and even by decreasing the grid size, the shape of the waves is not at all the same. My ocean around my sim is 1000 x 1000… I think the problem has to come from my grid size… but I’m not sure yet again… Also, when I switch from the initial Node wave tank to wavetank_sim… the simulation is again not the same. But, the waves are identical to the first frames and begin to change by the time... I Share you my scene! test.hip Thank you so much!! test.hip
  10. keep Only the splash

    This is work for me! A big thank you! You’re doing my day! :)!!
  11. keep Only the splash

    Hello to all of you, I have a scene with a boat that makes a little ripple in a splash tank. Is there a way to remove the rest of the ocean and just keep only the splash(ripple)? I tried with a blast, however this one does only are blast on the present frame. Thank you so much! SphereCollideRipple.hip
  12. Ocean Spectrum Heigh Map

    A very big thank you Andrea :)!!
  13. Ocean Spectrum Heigh Map

    Height Map like the range of the waves you know :)?
  14. Ocean Spectrum Heigh Map

    Sorry for my bad english, my bad. I would like to be able to export from my ocean, the information of the Height Map. Like to be able to texture the waves in Maya according to their depth. So I’m not looking for the cusp information i already have, but the opposite if it's possible I don’t know if my proposal is better? (the depth of the water like this picture) Thank so much!!
  15. Ocean Spectrum Heigh Map

    Hello everyone, This is a sample question for you about the ocean spectrum. I want to export the deepest map from my ocean (height map)... I can do that for the cusp int the ocean evaluates, but for the deep of the wave, i can't see how to do that... Thank so much guy!! :)!!