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Showing results for tags 'Ocean Sim'.
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Hello OD force, I'm a new Houdini user, and I'm looking for some general advice when it comes to utilizing Ocean FX & FLIP tools for a project. Right now my team has been tasked with recreating Myst Island, and our camera shots feature a lot of interaction with water. We need to see an ocean trailing off to the horizon, splashes on the shoreline, and camera shots that pan under and out of the water. Needless to say, for a new Houdini user, this has been a (little) overwhelming so far. BUT, luckily, I've made some progress, and there are a couple more months to figure this out. Here's what I'm curious about: - How will shading both the FLIP & Ocean patches work consistently within Mantra? Is it better to somehow make a custom shader for this or Is it better to mesh the FLIP Sim w. VDB and apply displacement on top of it via the ocean shader? (My concern is that perhaps displacement may not work work in conjunction with velocity attributes affecting the mesh) (Finding anything about shading water & foam/splashes inside Houdini has proven to be an elusive topic in general) - What are some recommended tutorials/resources that you think might be helpful? - How would you approach a technical challenge like this? If you're interested in seeing the blockout video, I have it on vimeo here: I've also included a screencap of the ocean I've built so far. Thanks for reading! Have a good day, - Tyler Bay