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  1. hello everyone, I have seen many videos showing effects "foam/splash tools". I also tried to reproduce it but without much success. your help and especially your knowledge will be welcome to reproduce this effect on ocean spectrum. this method avoids heavy ocean simulation and has a very beautiful realistic visual. here are links to show you its effects which are apparently kept secret by their creator because no tutorial for it .... if forum users want to share their knowledge sorry for my bad english THANKS.
  2. Dear ODForcers, tank_forSUPASLOMO_048-karma1.mp4 As you can see in the video I posted I am attempting a bullet going through a fish tank in SLOMO. There are many issues with the shot but here I want to ask about the foam around the bullet. It is created using many many particles emitted from around the bullet then replaced by tiny spheres. I am rendering using karma. In single frames it looks QUITE good. My reference is below from Youtube. So the noise is the issue. Denoiser just makes it flat and white. So my question is shall I just crank the hell out of the samples? Or is my issue with refraction ray limit? Or a combo of both? Or do you have a better method for achieving something like the refernce? THANKS 5D
  3. I posted about this on the sidefx.com forums and got no response. This is about a feature that SESI has shown and discussed in the Houdini 17 Launch Presentation video. I'll link to the original post and copy it below. https://www.sidefx.com/forum/topic/61375/ "In the Houdini 17 Launch Presentation video https://vimeo.com/293116223 [vimeo.com] at around 1:20:00, Scott Keating briefly shows and mentions using the whitewater solver for spray and foam with only a deformed ocean surface (no underlying FLIP sim needed). I can't seem to find anything on how to actually do this in Houdini 17. The whitewater nodes and shelf tool still expect a FLIP sim. Can anyone point to what I am missing?" Anyone know how to do this? Or at least can confirm that this feature is missing? It'd be great to know either way. Thanks!
  4. Hey Guys, For the past two days I have been trying to recreate this shot in vellum (Starts at 7 Seconds): But I cant seem to get it close! First I tried just squeezing strut softbodies with geometry but I could not get them to stay in place or have the right behaviour, then I went the inflation route witch also did not work since foam does not inflate like a baloon and generally keeps its shape. I thought I had found the solution with a vellum rest blend, blending between the original and the scaled up geo (I attatched the file), wich kinda worked but I could not get it to behave like the video. If you guys have any Idea how to achive this It would be greatly appreciated! foam_squish_V01.hiplc
  5. rendered with arnold GPU, 1 beauty pass straight out of the renderer
  6. Hi there! I'm working on an effect to create a kind of hero / tidal wave look using the regular Ocean Spectrum SOP and a VOP-based deformation. I was trying to find some information online about the various approaches for an effect like this to create some secondary simulated effects for whitewater / splash. There's a couple threads here bouncing the topic around but curious how you would approach an effect like this. Currently I'm taking the output of Ocean Evaluate and deforming it + copy and pasted the same VOP inside the "Ocean Foam" node in the displacement section. As you'd expect, because the velocity of the deformation itself is sort of lost in all of this (and because I don't think the Ocean Foam SOP is meant for this sort of thing) the foam particles just stick to the top of the mesh. I also noticed in my research that in waves like this there is this sort of upward-moving whitewater that creates beautiful streaks in the wave (in addition to the bubbling, foamy cusp of the wave). Ultimately looking to add a collider into the scene and create a sort of "surf" effect but that comes later Really loved these big waves as a reference: I've attached my *pretty basic* .hip file for you to take a peek at! Excited to hear your thoughts! TidalWavePrototype01.hip
  7. I'm doing a whitewater sim, but the repellants are floating on the bounding box of my surface SDF... Has anyone experienced this?
  8. Hi everybody, I'm having a problem with the Houdini Ocean Tools. In particular, the Foam SOP doesn't seem to be working at all. To make a comparison, here are some screenshots of an ocean rendered with Houdini 15 prior the introduction of the new HOT (when the foam was texture based). This organic pattern seems quite impossible to achieve in Houdini 18: no matter the density of the foam that I get in the viewport, I can't manage to get this pattern in the render. All the caches are working and linked to the Ocean surface shader properly, and all the tweakes I did on the shader itself only enhanced the whiteness of the waves whitecaps. Even the same Houdini files from the Ocean Masterclass in Houdini 16 doesn't give the same results as the presentation videos. All I could do was to render out the Ocean Foam SOP particles as points using a Principled Shader (or giving them a Density attribute and then render them out as a volume) but having the foam working properly from the Ocean Surface shader would be much more handy. Does anyone knows a possible solution for this? Is it a bug?
  9. Hello, Using Houdini 17.5 to create boat wake with white water. Using the white water solver I where I would like to emit foam and spray over the flip surface. However, I do not want the bubbles as I am under the impression this would reduce simulation time and memory consumption. That said, I couldn't figure out a way to stop the solver from emitting bubbles! Anyone was able to deal with this or any documentation or thread that could help?
  10. Hey guys, Basically my foam/whitewater is being deleted when the flip tank moves across Guided Ocean layer. The foam is cached correctly as the particles are there so I'm guessing its a problem with the OceanShader or rendering? Just as the boat hits the big wave the whitewater map is deleted. Its hard to tell but it seems to be happening through the whole shot. Any ideas how to fix this? H16.0 Mantra Edit. After playing a bit I think it's the Spectra Mask removing/Masking the FoamParticles input. Is there a fix or way around this? Thanks for the help, I'm new to Houdini as I've been learning it the last year when I can so sorry if the above is not worded correctly. Steve Fix.mov
  11. Hey magicians, I'm trying to use a cached flip mesh as source for white water, but when I run the whitewater dop nothing happens, any ideas? I also tried using my flip particle cache as source but I guess this overlapping issue Any ideas? Thanks!
  12. Hey guys, I have a flip sim with particle div. at 0.03. Cached the compress and surface. So far all good. Now when I generate the white water, there are frames that go up to 3 gb (and its incremental), any tips for optimizing this? Some stuff I tried: - Creating a bound by object group, to delete particles that wont be used This optimized the size to almost the half Size comparison Another thing I tried is splitting up the "bubbles + foam" and "spray" in different bgeo files And finally I tried reducing the birth in white water solver as well as lifespan parameters. Is this normal? the size of white water tends to be big and increments over time? Any tip will be helpful, I have like 300gb for 1/4 of the animation just on white water
  13. Hi there! I am trying to use my flip fluids sim in unity, so I export it as alembic; everything works fine, except for the whitewater. I supposed that is because it is points and not geometry, any clue about how could I use my whitewater in Unity? Thank you all
  14. Hello, I am doing a big ocean simulation where a wave is hitting a object. And there I want to create whitewater(spray) splash. But I don't want to create foam and particles to spread in the whole tank instead of that I want the particles to spread in a particular defined area, So that simulation can run fast otherwise it is taking lot of time. Is there any way to do that?
  15. Hello, Masters I just going through a small problem but it is actually big for me. So, can you tell me how to produce whitewater like the image I have attached below. Because my whitewater sim do not create that spash like effect on top of the wave.
  16. Hello guys, Well i am working on an ocean scene having foam particles over it, I need to render the scene but everytime i put the scene on render it starts using 100% CPU Usage and crashes. Plz tell me how to down sample my render i have 200 frames and not one is getting render. All the render settings are on default and rendering via physically based rendering. PC Configuration- I7 6700 PROCESSOR AMD 2 GB RADEON R7 DDR5 GRAPHIC CARD 16 GB RAM
  17. Hi there! this is my new Canary Surge V2, improved workflow for whitewater, foam and shading stuffs.Please watch in HD 720. Vimeo compression kill of the fine details sorry. http://ipsvfx.com/project/canary-surge-v2/
  18. Hi all, Anybody know how to add custom force to foam? I try use popvop but it don't work. I check witewater solver, its looks like force always 0 when particles is foam. Thanks!
  19. Hey, I have to to some fluid stuff for a cofe. It needs to have some cream/foam/bubbles on top. It shall run in from the top of the glas and generate that stuff on top. Pretty tough deadline. Any ideas on how to approach this in an efficiant way? Maybe using the surface field and change the chading on top depending on the distance? Any tipps are appreciated
  20. Hey,I am new to ocean simulations in houdini. I have a beach tank that I would like to render only the foam. The reason why is we are rendering everything else in Maya, including the water mesh. Does anyone know of of a tutorial or can anyone point in the right direction to rendering a “white water pass” correctly so it can be composited on the water render? Thanks
  21. Hello! I've posted questions for help developing my wave deformer tool before, and with the release of Houdini 16 a lot of possibilities have opened up! I was wondering if anyone had some ideas on how to integrate deformed geometry in to the new hero wave system? My wave deformer tool deforms a grid in to a wave shape, but causes the foam details to stretch across it unnaturally. I'd love to be able to draw from the nice foam created by the hero waves in H16. The reason I'm not just using the hero waves is because I am using it for a large tidal wave, and raising a curve in the hero waves to make it a tall wave results in a very unrealistic wave shape. Here's a video of my deformer that shows what I'm describing: Any advice is much appreciated!
  22. Hi All, I have a working FLIP sim of a water fall that is colliding with my terrain mesh. I have added whitewater to the simulation and when I visualize the GREEN spray particles I can clearly see that they ignore my collision object. Is there any way to make the GREEN spray collide with the same surface as the WHITE foam?
  23. Hey guys so I have been working on a whirlpool simulation for a couple weeks now. I am fairly new to houdini. Only about a month in the program so still a lot to figure out. I got the whirlpool itself meshed and it looks good for what i want. Where im stuck now is getting the foam to look good. So far all i can get is this smoky look on top of my mesh. If anyone has any thoughts i could really use some help. Cant find much on the forums so far. Ill attach a screen shot of what im talking about and also my most recent houdini file. Project is due soon and really need some foam/whitewater to complete what im looking for. Thanks in advance for any help! untitled1.picnc whirlpool_v053.hipnc
  24. Hello everybody, I am trying to add specular on uniform volume shader as in the following link: https://vimeo.com/159216723 (made by Jack Yu). To make it, he gives us the following explanation: "Uniform volume shader is a default Houdini shader, all you have to do is convert your particle to VDB then generate the gradient filed, use the gradient field as surface normal to calculate specular in uniform volume shader." But I did not succeed has to make the last step. Here is my .hip Thanks for help. test_uniform volume shader.hiplc
  25. I'm creating a white water effect, and was stuck at this point: there are streak effects on the white water. And in the snapshot, you can see my network connection. It seems that there is a rectangular outline around the boat.
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