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Found 139 results

  1. Hi everyone, I apologize in advance if this is not the right section to post this. I'm trying to find a solution to use Houdini Ocean Tools in Vray. I have the basic scene with the giant grid, which in Mantra is displaced at render time. At first I connected a material node with a basic Vray shader (without any displacement) after the Ocean evaluate node (I know that I will have a gigantic grid with many subdivisions but that isn't a problem) but it doesn't seem to pick up the full displacement value. Then I tried to export the textures from the Ocean Evaluate node but I'm having a problem with the displacement in the Vray shader. Has anyone ever achieved a realistic look with HOT in Vray? Thanks for the help
  2. When you have complex ocean spectra layered together using masks with varying speeds, and even animated timescales, retiming them while keeping the same approved look becomes a technical challenge. In this lesson you will see how to achieve this as a procedural post-retime operation, without having to modify any ocean spectra individually.
  3. hey people! Im having a terrible problem here. Im doing a guided ocean sim, problem is im doing a 0.004 particle separation and meshing. My final mesh is around 4 mil polys and The moment I try to render it with a simple 2k spectrum I get over 50gb in ram usage. Is there a way to reduce the ammount of polies at render time for displacement? I tried the dicing quality and flateness but nothing seems to work I can't even render with with a principled shader and a small scale disp noise. Same problem The camera is a close up, but I get the same problem even with the mesh on 10% of the screen Im using a 64gb setup
  4. Virtual Depth Sensors

    Hi - I have a ship that is behaving nicely with pretty realistic buoyancy on a Houdini Ocean. I would like to outfit the ship with sensors that will give me their depth below the ocean surface at any given time. Any ideas how best to do that? Thanks!
  5. Hey guys, I'm facing a problem when I want to render my extended ocean. Mantra crashes during the displacement creation process, and I'm pretty sure it's not an hardware issue (Ryzen 2700X, 64 gb ram). The output mesh is pretty bizarre : I have a surface created under the mesh when it should be flattened and so there should be no surface here : I dont know what's causing this, but I'm pretty sure that this makes mantra crashing everytime. I tried using a grid instead of the mesh and it's working. I think that what's causing this issue is that when I simulated the fluid there was no particle under the collider and so it results in this weird mesh, I'll try to simulate again with a larger particle layer to see if it solves something. Here are the meshing parameters : I can attach the file if needed but as there are heavy caches that needs to be calculated it may bothers when looking for the bug. Cheers,
  6. I've been studying about Ocean for a week. My guided ocean is as follows. Because i'm not use mantra, i extrude the surface and take the displacement map from Ocean evaluate. I spread the uvmap on the extruded fluid surface and applied displacement, but only the following resolution was shown below. grid size is 200 and the resolution of the spectrum is 11 . Why is the resolution of the ocean very low compared to the tank with the same ocean spectrum? (Note that the grid resolution of the texture map is 1024...)
  7. lakes and ocean for terrain

    good day. i have a terrain on which i would like apply lakes and an ocean. i have a draw mask indicating where i would prefer my lakes and ocean. how can i use the mask to create a depression in the terrain - basically an extrude in the negative? after i create the depression - i would then add the erosion hydro node - would that make sense? or should i apply the mask before the erosion node itself?
  8. ocean extension tiles

    Hi! I have some issues with my first ocean extension. It shows with strange lines and repetitive patterns. I merged two ocean spectrums, add seed on these parameter and even try diferent numbers on downsample that belongs to material builder. Anyone can tell me what's wrong? thanks in advance. ocean_extension.mp4
  9. I was just wondering why it is so hard to get help om the topic of larger scale FLIP simulations, like oceans and similar... In the span of a few weeks I opened a few threads here and in the official houdini community forum and I have gotten zero replies. It would be helpful to know if this is some kind of a taboo topic in general.
  10. Attach Camera to Boat

    Hey All - I have an ocean in Houdini with a boat floating on it. I'd like to attach a camera to the mast, but can't figure out how to do it. Any ideas? Thanks!
  11. What is the best workflow for adding particles / liquids to a flat tank simulation setup. Think of barrel that is spilled or a hose that is pumping new liquid into a flat tank simulation. I somehow figured out how to add some volume velocity into my tank but can't quite understand how to create or spawn new particles into it. Being a beginner I would appreciate a thorough explanation. Thank you.
  12. Ocean sample layer

    HI, I'm just struggling trying to undersatnd the way he coiuld modified the idea of wave instancing backu up some attribute in order to use them at rendertime (Arnold) timestamp 3:17:36 i understand how to sample some attribute like frequencie, chop etc but didn't get the idea of wave instance and noise as attribute as he showed in the talk. eventuel someone can point me to the function in Ocean.h to sample those attribute. Thanks a lot for your help Cheers Farid
  13. beach tank flip streaks

    Hello! I'm having a problem when doing a beachtank. The motion of the waves looks good, but when the waves are retracting, there is a bunch of points that stops moving and forms a line that does not move. I've tried to increase the substeps of the DOP, but it didn't make a difference. My beach has a slope and it doesn't look like there is something else affecting it. Any help is appreciated, thanks!
  14. HI My extended ocean have very high specular and I couldn't reduce it or ged rid of it. My lighting rig is Sky Light light, rendering in Mantra using the default ocean surface shader. I tried everything i know the specular is still there, even when when lights are off , I have turn off the "reflect lights" option, the specular is gone but I end up with a flatten not nice look.. Attaching frame example Thank you!
  15. Hey I'm currently working on a high res ocean simulation and I am really struggling with a volume loss of the flip simulation over time. I already did a bunch of research, but nothing seems to work so far for me - maybe I did not get everything right in the threads i did read. Here are some things that i tried to work on: - I tried working with the gas equalize volume Microsolver (I calculated my goal volume, but as soon as I started the sim got slower by the factor of 10 and "exploded" after the first Frame) - I tried decreasing the grid size, but to be honest I dont really think thats the issue - the surface looks already really clean with the default resolution - Right no I try to run the sim with "particle separation" activated, but it also gets really slow, and I think there has to be a better way Is that an issue that some of you already faced ? in the attached pictures you can see, how the water level is way underneath the water level, that I would get with the ocean spectrum preview (in the beginning it matches, and over time it gets worse) Would be great if you might help me cheers Felix segelschiff_ocean_sim_V007.hip
  16. Hi, How to Render infinite ocean using Redshift In mantra Shader Directly read spectra node, but what about Redshift how to spectra in Redshift
  17. Crazy ocean displacement

    Hi everyone, I got a Pretty annoying Problem here regarding an attempt to render a displaced Ocean. So I'm playing with a ship thats comming out of the Ocean (think of pirates of the carebean) and the Memory comsumption Always runs out of Control and causes a crash. Doesnt really matter how low I put the Ocean spectra. I'm testing with a res of 10 and also tried downsampling by a value of 5 in the shader (what should Pretty much turn the displacement into a blobby mess) but nothing helps. Actually only happens when there are a lot of droplets in the air. Running on 80 gigs of ram here. Ist almost as if it goes crazy with displacing each and every drop although its masked out. Also doesnt make sense considering I can downsample as much as I want and it still does this. Furthermore added a mask volume on top of the whole splathing stuff to be sure ist really masked out and doesnt receivve any displacement. Any idea About this?
  18. Boat Wakes displacement map

    I have boat wakes from Ocean flat tank .Fluid compress and the Surface cache. Exporting to texture at the oceanevaluate node give me the ocean wakes and the boat in black. What I want is only the the wakes from the boat as a displacement information so I can apply it on a grid that already have ocean deformation in Maya ( for Redshift ). Is anther another way to do it? Thank you! This is what I have now
  19. Ocean Surface Material

    Hi there, im testing the first time the oncean tools (ocean flat tank). Do i really need to bake out the spectrum and mask geometry? i tried to refer them the but didnt work. it could be a faster feedback in render while setting the parameters. Any idea?
  20. Hi, I'm trying to delete particles based on how many particles are in it's proximity using the pcfind VEX Expression. The idea is, to delete smaller droplets before they go into the whitewater source to prevent them from emitting whitewater. but after the wrangle node i get an error in the Whitewater source node? Thanks
  21. Ocean Extended problem

    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
  22. Hello, I have noticed something interesting which I don't understand, but maybe somebody out there does. I created a Wave Tank shelf tool then a sphere and I hit the Deforming Object shelf on the sphere. Now I'm checking the OUT_INITIAL_VELOCITY node with PointsFromVolume and volumeTrail nodes. When I wire the collision geo into the collision input of the OceanSource node the velocity is become wierd as you can see, and it affects on the simulation in a bad way. It's just shelf tool! I didn't make any changes. I use 17.0. Is it normal or is it a bug or what is it? Is there anybody, who knows it?
  23. Hi there, I'm having lot of headaches! I made an extended ocean flip simulation and, once I convert the particles into a mesh, I would like to bake the surface geometry displacement as texture. I tried to transfer velocities to Cd through VOP and use COPs for bake out the color map, but I wasn't able to do it. Basically I'd like to achieve the same result of Ocean Evaluate node in which I can export texture and choose the Cusp to be in alpha. Do you think is it possible to do that?
  24. The White Water Solver 'Add state attributes' doesn't add bubble, foam, and spray point attributes? Thanks Josh
  25. (I'm not good at English) I wonder How to I delete the particle from collision boundary. according to the Kill Inside Collision is Delete any particles inside any collision objects plugged into the second input. flattank size equal bounding box group to create .. um.. I need solution and vex sentence. Would you explain this ?!
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