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Found 4 results

  1. Use noise vop for simple river Hi everyone, I am trying to use noise deform for river Inspired by gameDev's flow map Use surface velocity direction multiple time then plug into the offset of noise Looks great in begin But In the end, it will change freq of noise freq is getting high and higher I don’t know why? any advice thanks~ video hip
  2. Hi there, For a school project I am working on a river. I am getting very nice results with the standard flowmap tools already, but I wanted to change some things. First of all, I wanted the river to flow quicker where it is narrow, because velocity = flowrate/area. This does work. Note that to make this work, I went into the flowmap to color node and got rid of the normalize, because I want values over 1 for the speed. Then I also wanted the water to flow quicker, so I thought I'll just take v.y and multiply it with 9.81. This seems to work at first hand, but then at the top of the slopes of my river, the water seems to flow in the opposite direction (back up). I am not entirely sure why this happens. When I set the gravity to a lower value, like 3, this doesn't really happen yet (or at least not visible). Can anyone explain to me why this is happening? Also, is there a better way of achieving this result, rather than just not normalizing any of the vectors?
  3. Hello, first post on this forum. Can someone give me some guidance on hooking up the new flowmap tool. I want to test it with a pyro effect. Hooking them up at the object level does not work. Bit of a nube here.
  4. Hello! I'd like to share with you an interview with two FX artists from Naughty Dog who worked on Uncharted 4: A Thief's End. In it, Neilan Naicker and Ray Popka talk about using Houdini for doing destruction, rigid body fracturing, ingame dynamic rivers/flowmap generation and spawning thousands of running chickens! See full interview here: http://www.sidefx.com/stories/fx-adventures-in-uncharted-4-a-thiefs-end/
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