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Everything posted by gubar

  1. Hi Fox, I think you can export displacement maps on the ocean evaluate node. On the export to texture tab, select your file and check 'bake all displacements to one layer'. At least I think that's how I'd got it working the other day. Thanks, g
  2. Hi, been experimenting with this. The peak attribute (which I can visualize, to confirm there is peaking/white tops occuring), I thought, would also contribute the wave peaks at render time. But I'm only seeing green refractive water. I know I can save out a foam sim - but it there no basic white shading at all? I'm using houdini 16.0.738. I haven't saved, written or cached anything out. I just wondered if it's possible to get white water visible straight off the bat. Thanks, Steven
  3. Thanks you for your replies. I've been experimenting a bit more, and like you say dpap, baking the ocean spectra does indeed result in the white caps appearing. I have only tested on a single frame just now - I assume for a sequence, I would have to cache out every frame, otherwise it would not know where the peaks and troughs are - or have I misunderstood? Your post suggests you only need one frame (which of course would be great!). thank you, g
  4. Hi, thanks both for the suggestion, then the detailed explanation. I've got exactly what I was looking for now. Thanks, gubar
  5. Hi, say I have a simple grid and I want to transform every second row of edges/points in X. So I'd have a kind of sawtooth edge as shown in the image (I've just done it manually here). But I also want the flexibility to be able to increase the density/subdivision of the grid up the chain and not have this break. Any idea what the easiest thing to do would be? Thanks, gubar
  6. Hi, Looking for a little help please. I've got 5 .ABC objects loaded and copy stamped. If i render the copy sop, i get memory usage of around 6 gigs ( what i expect). If i save out the result of the copy sop ( rop writing an .ABC) then load and render the result, the memory usage is huge. What would be the correct way to save this out so that it renders efficiently when i load it back in? Thank you, Gbar
  7. Hi,Was hoping to get a little help please.Suppose I have an object/asset which contains its own light, which I will only ever want to light that object (it should never affect any other object).I could add an exclusion to every other object. Normally that's how I'd control light exclusions. But this case is different because only one object should ever be lit by this one light. Is there a more efficient way to control this exclusion? I would like to be able to use the asset containing the light in different shots and scenes and make the exclusion as easy as possible.Thank you for any help,g
  8. Hi, I've been experimenting and following some tutorials and have 2 questions. The first relates to this expression: fit01(rand($OBJID),.1,.7) This is used in a tutorial to assign a value to a randomly chosen OBJID. I would then generate another random value which would be the value assigned to the OBJID, so for example OBJ 1 would get a value of .3, OBJ2 a value of .6 and so on. But when I paste it in different channels, the same value is displayed in each one. I don't understand expressions well so am probably missing something obvious. My second question relates to caching sims using a file node inside a DOP. Inside a DOP I have a small flow that ends with a rbdsolver. I have tried to connect this to a file node and set the mode to write, but no files are written when I run the sim. Any help appreciated, thanks, g
  9. Thanks for the explanations. The use of the random variable makes more sense to me now. As for the file node, I have re-created my scene from scratch and it works now. I'm not sure what I was overlooking before or what I had set up wrong but it's working now. thanks for replying, gubar