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Found 153 results

  1. Large Ocean emerge collision issue

    So I have been trying to emerge a temple from under the ocean. but I keep getting this weird collision when it comes from below the water. Looked everywhere if anyone had the same issue, but couldn't find anything. The model is from kitbash and I believe I clean it up and polyfill it so it is watertight. I tried to use another geometry like a super quad from Houdini and that created realistic collisions. Not like in the picture. It seems like it is using the whole bounding box of the vdb of the temple to move the particles. I have collision detection in the solver as Move outside of collision Ocean_emerge_02.hiplc
  2. Ocean Foam flickering

    My ocean foam particles are not flickering, but for some odd reason when I render the foam shader flickers as can be seen in the attached video. Does any one know what's going on here? tmp.mov
  3. Hello I am working on a Ocean scene with a flip tank integration. Now I have rendered out the ocean with the flip tank simulation. And now I want to render the white water. But a few frames after the white water simulation started rendering, the rendering process just keeps crashing, and I dont know how to fix it. Or I do something wrong? Should I cache out the white water first and then hit render or how? And how I can create render passes of the white water, so I just can overlay the different render layers in a compositing software on each other and I dont need to mask it out somehow... Help would be much appreciated!! also, I have used the pop advect by volumes node and the bounding box is cutting away some of the white water, how can I fix this too???? Thanks!
  4. I'm trying to create an animation of a ship rising out of the water and simulate the water on it. But the animation is so fast that sails and thin ropes are not recognized as collisions. Perhaps raising the substep is a good idea, but is there any other way? Ideally, the collision should be as clean as this
  5. Hello As I was going through some tweaking of my Ocean scene, I have discovered a problem. Why my flip fluid area has a different color then my extended ocean?? I have done a few times ago the same things but sometime this problem had appeared! :/ would be nice if someone knows the answer how to tackle this!? thanks!
  6. Flame attachment and render problem

    Hello community, I am doing a SpaceX starship rocket landing on an extended ocean (flip sim integrated), right now I am working on the rocket exhaust which should interact with the flip simulation. 1. I have created the pyro simulation of the exhaust flame and now I want to add this pyro flame sim to the rocket model where the exhaust should be. 2. I have done a point expression for the pyro cache, it has worked out. BUT now, when I want to render it, the flame is staying on the grid and isn't on the rocket. I hope you understand a bit about my idea. Here is a screenshot with the problem. here is the hip file with the 3d modell https://drive.google.com/drive/folders/1Q_c7VAu4qidMzSdMLl7IBvPs3VeqTlMi?usp=sharing I would really appreciate help, because I have set a deadline for my own and I want to reach it!
  7. Hello there, I have a few problems here: I am trying to make a unlimited ocean scene which I have done without any problems. But now, on the ocean horizon, the water is white for some reason, and I just don't know why it is white, a bug, or I'm just doing something wrong. I tried to make all the bakes in one folder, but it somehow helped, but somehow it did not. I tried to change the parameters in the ocean spectrum, and then bake it again, it helped for some time and then the water was still white. If someone have time, you can take a look on my scene file and the screenshot with the problem. and also, when I try to make a flipbook render, then the flipbook is just rendering the first frame and after that it stops and when I try to render the scene with mantra, then mantra isn't rendering at all... here is a screenshot of the ocean problem and the hip-file: https://drive.google.com/drive/folders/19F8rb7mvUHI_7TNgVI9TzrNU4nlvWcSu?usp=sharing I would really appreciate the help if someone could figure out why it isnt rendering with flipbook and mantra and also the ocean problem.
  8. Render Flip Mask

    Hi, I have a big splash into a large ocean extended and I would like to render separately de mesh into the mask and the other one, but I can't find the way. Does someone know how can I do this? Thank you very much.
  9. Break up wave pattern in the Ocean

    Hello all, I am working on a Ocean scene right now, I have created a unfinite Ocean but now I have a problem. So, there is these strange pattern in the ocean (like in the picture). And now my question: How can I get rid of these patterns? what i have tried so far: 1.) I have try to mix two Ocean spectrums, it hasn't worked... 2.) I have try to turn on the make in the mask tab in the ocean spectrum, i hasnt worked too... is there a straight forward option to how to this??
  10. say i have a ocean ,i need do some deform in the ocean surface shader , transform the space from current to object ,then i did some deform work ,then transform it back to current space ,give the new surface position to shading normal , the render have this prob , i think my way is wrong , someone who familiar about it pls help me . appreciate it . i did a simple hip file show this question , you can download it ,in the shader ,put a aanoise plus with object position ,you can switch it between normal and wrong . you can regenerate you ocean spectrum . thanks ! deformOcean.hip
  11. Hello folks! I used default shelf Guided Ocean layer tool that provided me with the right set up I needed to recreate the moving vessel. The problem is that the waves coming from the Spectra are evaporating over time in sim becaming less and less pronounced. Why is that happening? I tweaked almost everything and ended up with no solution. Any tips?
  12. Flat Tank Ocean Issues

    Hey I have some issues with my scene. As you can see in the image, the ocean looks strange. Also there are a lot of tiles repeating again and again, also inside the Non-Region. In this render the wave high is okay. But in other stuff it is not. You can see this here: Not only that the wave is too high (I do not find where the change this or I do not have a result inside the viewport idk), it looks like the water goes threw the ship hull, which would look weird. Any ideas on how to fix this? Edit: I also have the issue that the ocean flat tanked created the water not in the central where the ship is. I tried to fix this but nothing really work. Honestly I do not know the reason why it went this way anyway. I think Houdini is a very powerful software, but I am new to it. As always it will take some time to learn but helping me with this would really help
  13. Ocean Foam doesn't work

    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?
  14. Hi everyone, I want to render extended ocean with renderman, and I am not sure how to set up spectra and mask bgeo sequences in Pxr surface shader.
  15. 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
  16. 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.
  17. 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
  18. 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!
  19. 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,
  20. 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...)
  21. 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?
  22. 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
  23. 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.
  24. 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!
  25. 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.
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