Search the Community
Showing results for tags 'extended ocean'.
Found 4 results
Daniel16_16 posted a topic in EffectsHello 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.
Hi everyone! I am having an issue with rendering my ocean using Mantra in Houdini. It appears really blocky and I cannot figure out why! This is my first time trying to use the Houdini ocean tools so sorry if my explanation isn't great but I will try and explain my scene. I have cached out my guided ocean simulation and used it to create an extended ocean so it is definitely an issue with the creation of the extended ocean. I have tried so many different settings to try and solve this issue and nothing seems to reduce it at all. So far I have tried changing these settings in the particlefluidsurface node: - lowering particle separation to 0.06 - lowering voxel scale to 0.1 - lowering the influence scale to 2 - increasing the extrude divisions I have attached a render to show the weird blockiness I mean, it can't even see where these divisions would be coming from in the mesh! Anyone have any idea what else I can try or why this is happening??
Hey guys, I've been trying to use the extrude polygons feature of the Particle Fluid Surface, but the bounding box makes my meshing weird, even tough my mesh looks fine without using the bounding box. Using the BBox, on the first four frames the mesh just goes away and I also get some gaps between the mesh from the flip and the mesh from the extended. Since I need the Bounding Box to extend my ocean using the Particle Fluid Surface node, and that's acting out, I'm looking for some good alternatives to that. Does anyone has any suggestions?
Hey guys. So i've done a flip simulation and created a VDB mesh from it. Then created a new scene and added ocean waves from the shelf tool and added displacement to the VDB mesh using ocean waves. So now i'm happy with my displacement on my flip mesh, and i want to create an infinite(large ocean) and composite these 2 renders later in post production. How do i apply the same displacement on my VDB mesh to an infinite/extended/large ocean? I have attached a screenshot and my .hip file, hope you guys can help me out Ocean_Displacement_01.hip