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Everything posted by Furox
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Hi! It’s been a while since I’ve been trying to figure out the mechanics behind the Shelf Ocean… I followed the tutorials such as: https://www.youtube.com/watch?v=Ve-IeWo9nqY&t=703s and this one: https://www.youtube.com/watch?v=uZvHqo9kA00 However, I still can’t make it out that my waves continue into infinity… I find myself constantly with a flat ocean and no wave… The problem was absolutely into the ocean extended… but, it not working for me I swear this is was a setting than i don’t have learn… Thank so much Boat_Ocean_extended.rar
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Here is the result with a mantra rendering. There are also holes in the oceans and as I said earlier, the ocean is masking in the simulation zone and does not continue indefinitely
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Thank you so much for that information, it work :D!!!
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Hello everyone I created a campfire for a project. However, I find myself with a bounce effect at the beginning of the video. I don’t know if you have an idea ? https://youtu.be/mBwlIlFspxk
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Hi, I want to export the UV from the Ocean_preview from the Houdini, To import into Maya and apply to my Alembic Did you have a example? For H16.5
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Thank so much!!! This is exactly what i needed :)!!!
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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!
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Hi people, Did you say how to bake the displacement after the ocean evaluate and export it ? Thank you so much!!
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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
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Okay, i'm gonna try this :)!! Thank you so much for the tips :D!!
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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
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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!
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Hi, Simply create artificial ripple around the boat :)!
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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
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This is work for me! A big thank you! You’re doing my day! :)!!
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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
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A very big thank you Andrea :)!!
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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!! :)!!
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Height Map like the range of the waves you know :)?
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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!!
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Hello everyone I am creating a ball emitter (billiard ball). I would like to be able to create a ball of all colors with an instance that changes at random, to determine between several material. Do you have a little idea? I have link ma scene with the emitter A big thank-you Bille_sac_v03.hip
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Thank looga for the tips ;)! I check for that :)!!
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Hello to you, I am currently working on a FLIP mesh with an infinite ocean ... And i following a tutorial to learn a good technique to have a perfect match between the infinite ocean and the flip mesh. This is the link: https://www.youtube.com/watch?v=DdLYRHzTx9M However, despite the many topic on the forum, I have the impression that there could be better technique with 16.5 and + (I'm on the version 16.5 of Houdini) I can not have similar result to the example in the tutorial or like this image taken on a topic (which I invite you to go to see) https://forums.odforce.net/topic/21769-flip-mesh-and-infinite-ocean/ I also provide you my scene, to see if you could guide me further A big thank-you! OceanInfinite_V02.hip
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Hello people :)! Nobody would have an answer for that part of simulations? :/
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Hi! I have a project they need a intersection splash with a simple sphere, like a ocean splash onto a big rock. I have an example of what i want to do... Is this one: https://vimeo.com/41347507 On my scene, i have a sphere with a grid (is my ocean) and in the intersections, a POP NET produces a lot of particles... But, the particle just "pop out" and do not splash onto the sphere... would there be something missing? Thank you so much! splash_crowd.hip