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Found 83 results

  1. Ocean warp

    Hi guys, I was wondering whether anyone has idea how to simulate ocean on a non grid-like geo, for example: this It was shown in houdini 16 "what's new video" but I have no idea how to even start with this. Any dircetions would be awesome!
  2. Houdini Whitewater

    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.
  3. Hello! I try to render an ocean with foam. I've got weird results always whenever I put down manualy the oceanfoam sop and link it the cached particles to the oceanSurface shader's oceanfoam particles path. What you can see in the picture that I linked is that first I clicked on the “Small Ocean” from the shelf tool, that puts down automaticly the ocean foam SOP and also creates the link on the oceansurface shader. That renders with no problem. After that I moved the camera, recached the oceanfoam (from the camera) I disabled the link and point on the path of the particles manually, and after that the render is destroyed. It creates these spike artifacts. I made this workflow only for demonstration purpose, to show that whenever the link for the oceanfoam path is made manualy I got this weird render result. Does anyone have any idea what Im missing??? Thank you.
  4. Hi everyone, I'm trying to simulate a cruise moving across the ocean. I did few tests but haven't get the result I'm looking for. I need some help and advice from the community. Here are two of tests I did: FLIP tank size:130*15*140 Particle Sep: 0.15 Grid Scale: 2 The first with Reseeding On, the second one with reseeding off. https://vimeo.com/259249552 https://vimeo.com/259249724 Not sure which part went wrong in my settings. Both videos have FLIP particles pushed out so much and unable to maintain the shape it should be. Here is the image similar to what I'm looking for. I also attached the hip file. B_cruise_11_a.hiplc
  5. I'm using the Ocean Flat Tank Shelf tool to do a flip sim, and then render an extended ocean with the ocean displacement tools. Basically, trying to follow along with the example shown in the Houdini 16 Ocean tools masterclass. The issue I'm having is, when I use the Flattening tools on the particlefluidsurface sop, I get a lot of extra geometry below the surface. The default Extrude Polygons mode is planar and I get a lot of planes below the surface. If I change to Along Each Axis, I get the extra geo planes above the surface as well. Has anyone run into this issue? I didn't really change any simulation settings on the flattank_sim from what the shelf tool set up. I suppose it's possible the new narrow band settings are somehow breaking the flatten geometry tools? I should test with the narrow band turned off maybe but I would hope that wouldn't break the setup. I'm hoping someone else has seen this before and found a solution.
  6. Hi there, Where can we control the quality (subdivisions) of displacement using ocean spectrum? The image is from the same scene but when camera comes near (2 meters) the ocean we can see lack of subdivisions on displacement. I've already tried resolution exponent to 11 under ocean spectrum, dicing at 2 under mantra settings but it comes always with these squares. I'll keep diging, but meanwhile if you have some tip, please shoot Cheers
  7. Hi there, I'm learning how to make guided ocean layer sims and I have a couple of questions: 1 - I'm not familiar with caching system from Houdini. In my guidedoceanlayer_sim I have output name - $HIP/sim/$HIPNAME.`opname("..")`.$SF.sim - first newb question, should I use .sim or .bgeo? 2 - I've copied that name and after saving to disk, I 've pasted as relative references under DOP Network - playback simulation. I should see the sim, but I only see last frame of the sim and a bounding box around boat 3 - Under Ocean Source wavetank I have this expression under center - centroid("../mergefollow", D_Z) - How can I add or subtract a value since I don't need so much detail in the front of the boat and need more at it's back I'm learning Houdini so please be gentle. Thanks!
  8. I want to displace the ocean with a deformed grid,, but the displacement of the white caps and foam are being stretched and look wrong due to the deformer,look like this picture ,how can I fix it.
  9. I want to do a marine vortex effect in the Houdini, but in the actual production of the rotating force field to add to the fluid to drive fluid, found that the fluid will be dumped over time, which makes me very distressed, also do not know how to solve, I hope someone can help me, there is no information to learn! Thank you
  10. Hope this in the right section, it's a bit of both effects and lighting/shading! I am working on a shot that involves an ocean surface in overcast lighting and I'm really struggling to get it right. I am aiming for something like the attached image but my attempts have come out looking way too glossy/specular by comparison. When I try to push the overcast lighting, I also run in to the problem of the scene really flattening out. How do I keep the detail and contrast in the waves without any bright highlights? I am currently working with mantra but hope to switch to htoa. Thank you!
  11. I am trying to export flip sim from H to maya in Houdini 16.If I get it right,I have to export mesh,with flatened geometry ,like alemic,for example,and displacement with baked masks and ocean spectrum like exr ,for example,but I cant make it work.Can anyone help me? Thank you!
  12. Arnold, houdini, ocean

    Hi I`m trying to render ocean surface with Arnold in Houdini. But I just can\t get the transparency to work. In maya there`s checkbox Opaque for the render grid. I can`t seem to find it in Houdini. Thanks in advance Janis
  13. Ugly artefacts

    Hey, got a pretty annoying problem. A certain area of my ocean always gets some artefacts. The dark area isn't responding to AA blur, geometry input etc. Rght behind that its okay again. ANY idea whats the problem here?
  14. Ocean mesh flickering problem

    Hi, Here is my WIP for a deformed wave. I need some feedback on this. The ocean surface is flickering quite a bit, what's causing this problem and how should i go about fixing? Is this a shading problem or something else entirely? Thanks
  15. Ocean sim help

    I am working with an ocean sim using flip container. I created a static object that is colliding but the water that is created as a result of the collision is very thick. Its like 5-10 feet thick instead of particle or paper thin. how do I make the water thinner?
  16. Ocean sim help

    I am working with an ocean sim using flip container. I created a static object that is colliding but the water that is created as a result of the collision is very thick. Its like 5-10 feet thick instead of particle or paper thin. how do I make the water thinner?
  17. Creating waves with vertical lines

    Hi, I have a question about the ocean spectrum node. I have created a deformed wave using a grid with ocean spectrum and ocean evaluate node. I can change the ocean spectrum wind direction setting to achieve the kind of look I want, which is to have the vertical lines on the ocean surface, something like the image below. But if I only do that, the waves direction is still wrong, they are moving sideways. Is there a way where I can create this effect with chops moving in the right direction? I thought perhaps I should create another ocean spectrum and put it on top of the first ocean spectrum. This is pretty urgent, does anyone have any suggestions? Thanks!
  18. Help With Ocean Surface

    Hey, It would be amazing if someone could help me with this problem. When I render my beach sim the surface looks terrible with these spots. It seems that the surface renders differently depending if the particle fluid surface is below my ground mesh or above. Look at the photos. Photo 1 you can see white spots where the mesh is not penetrating ground. Render two I moved the ground mesh so it is not penetrating at all. Render 3 is the back side of the of render 1. See the white spots on photo 1 correlate with the parts where the mesh does not penetrate the ground. What do I do? How do I fix this? Thanks test.hipnc
  19. Hello Everyone. Im trying to test my foam particle settings on my ocean but every time I change a setting it re-creates the ocean displacement taking 7 mins each time before it starts to render. I know I can bake out the displacement, but how do I attach it to the ocean surface shader so it doesnt re-create it every time I change a setting.? Or am I doing this totally wrong and there is a better way?
  20. Canary Surge V2

    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/
  21. Hello! I am trying to create a shader with the Arnold VOP network that is comparable to the ocean volume mantra creates when the ocean toolkit is used. I have Arnold experience, but am having a hard time finding resources related to rendering volumes with Arnold (that are free, I'm a student on a budget). Any help would be appreciated, thank you!
  22. Houdini Tutorial VOL 01

    Houdini tutorial VOL 01 Houdini Training Package number 1: Educator : Amin Sadeghvand | Software : HOUDINI 15.5 | Level : Medium | Duration : 13 hr | Volume : 4.31 GB| Quality : HD | Language : English . Website
  23. Sourcing whitewater from points

    Hello! I feel like this has an easy solution that I'm just totally missing, so at the risk of sounding dim: I have some scattered points over some geometry, and I want to use those scattered points to emit/create whitewater. What is the process involved in having points used in the whitewater solver? Thank you!
  24. Hello all, Has anyone else run into this issue? Using Houdini 16.0.597 on Linux, I created a flip sim, used the Ocean Flat tank setup and created an extended ocean and all works well. But at render time, the flip part of the sim that sits above the waterline appears to be missing something and renders very dark. I have checked the reflect/refract limits, checked the displace bounds and I'm using the standard oceansurface shader. I have generated a suitable interior volume, and the issue is there with or without the interior. I have a screenshot of the issue (taken with my phone cam so apologies for the quality) - just the ocean surface, no interior. I have tried with simpler sims, different settings on the shader, and the problem persists... Any advice would be appreciated! Thanks, Matt.
  25. Pluralsight is proud to offer three new courses... one covering intermediate level ocean shot development, a second covering the development of visual effects for Unreal Engine, and another covering the fundamental math concepts that are pivotal to working within Houdini. Below is a bit about each course and a link where you can check out the course overviews. Houdini: Intermediate Ocean FX by Andreas Giesen Link: www.pluralsight.com/courses/houdini-intermediate-ocean-fx In this course, you'll learn how to setup a procedural ocean and do a flip fluid simulation for a traveling boat in choppy waters. First, you'll discover how to use the ocean spectrum to create an infinite ocean. Next, you'll add the boat, do a flip simulation for a specific area with high detail, and add whitewater and mist. Finally, you'll extend the simulated area and set-up the shaders to render all the layers. When you're finished with this Houdini 16 course, you'll not only have an ocean rendered with a high detail fluid simulation, but you'll also have a workflow on how to master your own ocean and fluid challenges in the future. (Software required: Houdini 16.) Houdini VFX for Games by Andreas Glad Link: www.pluralsight.com/courses/houdini-vfx-games Have you ever sat down in Unreal Engine to create an effect, and not had a clue where to start? In this course, you'll start from the very beginning by creating the textures for your sprites. Next, you'll create debris in a way that allows you to use it repeatedly and uniquely. Finally, you'll add all the extras to really sell the effect, like decals, camera shake, and a shockwave. When you are finished with this course, not only will you have gained a deeper understanding of timing and the importance of telling a story with the effect, but you'll have planted the seed for future endeavors into proceduralism. (Software required: Houdini 15 and up, Photoshop and Unreal Engine 4.) Practical Houdini Math Tips by Beau Garcia Link: www.pluralsight.com/courses/houdini-practical-math-tips In this course, you will learn the math that drives Houdini effects production. First, you'll learn about Sines and Cosines. Next, you will explore the concept of Vectors. Finally, you'll finish the course learning about Matrices, Quaternions, Dot Products, and Cross Products. When you're finished with this Houdini course, you'll have a solid foundation in the math skills needed to produce high end visual effects. (Software required: Houdini 15 and up.) Thanks, and as always, I'd love to hear your feedback on these courses so we can continue to improve! Learn more about SideFX and Pluralsight: www.pluralsight.com/sidefx
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