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Found 115 results

  1. (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 ?!
  2. Ocean Ship Sails

    Hello there! I'm trying to create a ship sailing effect on Houdini 17.5 (with Guided Ocean Layer tool). But I'm having lot of issue. - First of all, as you can see on flipbook, I have lot of particles popping up from ship sides. Why it happens? Can't figure out how avoid this problem. - I used the Deforming Object shelf tool for simulating the ship as volume source. However if I choose Volume as Velocity Type on Flip Solver > Volume Motion > Collisions tab, it looks like fluid doesn't interact well with my geo. Basically I have not splashes, even if I select "Use Volume Velocity for Collision" on Flip Object > Collisions. So I need to switch on Point velocity Type in order for me to have good results. Is that a correct way even if my collision source is a Volume? Is it better to treat collision geometry as volume or mesh? - Is there a way to avoid splashes to slide on surface? I tried to increase the Velocity Blend (on Flip Solver > Particles Motion > Droplets) with no results. - Lastly, I'd like to achieve a good results regarding wave trails (see pictures). Basically I have too rounded and large waves from the ship prow. I'd live to have more V Shaped waves. My scene is more or less in real scale (meters). I used a 0.8 Time Scale value in FLIP Solver in order for me to have good trails, but cannot achieve the desired result. Any help will be really appreciated. Thank you so much for your time. Ship02_Sail_v06.mov Ship_03.hip Ship_Body.obj
  3. Emit from a geometry collision

    Hi everyone! I am currently looking for a way to make a boat to generates like a emitter... and making a little small splash at the bottom of its collision with already pre-simulated waves… I wish to use an Emit Particle Fluid, in order to generate a ripple motion around the boat. My problem is mainly to succeed in emitting a splash with the collision of the pre-rendered waves without the particles flying away... Many thanks again!! test_example_ripple.hip
  4. Ocean Spectrum displacement

    Hello everyone, I was doing some Ocean test using guided ocean spectrum . Sim is done but while rendering i want to change the spectrum and when i an giving new spectrum for displacement and mask it not taking those mask and the sim area is also getting effected by displacement. i am attaching two images and file . guys please check once and help me out. So in one image its coming proper because of the old spectrum and in other image i have template the new spectrum which is giving error. Thanks Rahul Ocean_Spectrum.hip
  5. Hi all - novice C4d user here trying to comprehend Houdini. For an Ocean scene, does anyone have recommendations for how to produce micro-organisms / detail to ocean waters such as the following: How does one create these floating 'bits' that create real detail and life to an underwater based animation? Thanks in advance.
  6. Hello, after a small nightmare with switching to new whitewater system I'm a bit stuck with rendering an ocean shot: I would like to see a structure in water dissapear slowly into the abyss. Because Mantra is quite slow I don't want to use the volumes or a uniform volume shader for that (which is recommended). Absorption/Attenuation would be ok I think but it's missing from the Ocean Surface material! It's mentioned in the manual... What's going on? Any ideas how to switch it on? Screenshots, maybe I'm not looking at this correctly: Extra question - any ideas why Mist shelf tool was removed? We're supposed to build our onw on Pyro, right?
  7. Whitewater h17.5 Not to emit bubbles

    Hello, Using Houdini 17.5 to create boat wake with white water. Using the white water solver I where I would like to emit foam and spray over the flip surface. However, I do not want the bubbles as I am under the impression this would reduce simulation time and memory consumption. That said, I couldn't figure out a way to stop the solver from emitting bubbles! Anyone was able to deal with this or any documentation or thread that could help?
  8. OceanVortex question

    I'm trying to simulate WaterVoltex with Houdini. This is a tutorial on sidefx that is not ours but a credible site. I do not understand, so I ask here. I have set up like a video but the results are not the same. Heap files and video links, I'll leave time Thank you for your help. The reason for this simulation is to create a water simulation using the ship. I will attach a reference video on this If you have any other approach, welcome any way. I will show my enthusiasm to learn Houdini. Thank you for your interest. Plz.. Related Videos Link (19:21 ~ 25:49) Reference Video (4:21 ~ end) voltextest.zip
  9. Hi, I'm currently working on a project where I'm trying to bake a displacement map and normal map for a number of different waves. I have a method for baking the waves, which have been created in Maya and imported as an FBX, but want to get extra detail on the wave surface. I managed to get the ocean spectrum to use the animated wave, but the problem is that the bake needs to tile and the displacement of the ocean spectrum doesn't. I'm having trouble figuring out how, or even if its possible to create a fluid simulation that can use the wave animation. Thanks in advance.
  10. Hi guys; I would like to learn about how to use Ocean tools + Flip FLUID to create a scene like " Whale jump ", so I started with a very basic scene like a sphere jumping out of ocean... In ocean shelf tools I tried "Guided ocean layer". It works fine, but 1) I don't know how could I expand the ocean surface without expanding flip tank. 2) Ocean if a flat surface, but Flip Fluid makes a thick mesh and I just need the surface of it. Thanks. OceanAndFlipFluid_01.hip
  11. Just like in the picture, the particles in the tail will be missing a part of the ship's movement. Who can tell if there is any problem? Thank you.
  12. I posted about this on the sidefx.com forums and got no response. This is about a feature that SESI has shown and discussed in the Houdini 17 Launch Presentation video. I'll link to the original post and copy it below. https://www.sidefx.com/forum/topic/61375/ "In the Houdini 17 Launch Presentation video https://vimeo.com/293116223 [vimeo.com] at around 1:20:00, Scott Keating briefly shows and mentions using the whitewater solver for spray and foam with only a deformed ocean surface (no underlying FLIP sim needed). I can't seem to find anything on how to actually do this in Houdini 17. The whitewater nodes and shelf tool still expect a FLIP sim. Can anyone point to what I am missing?" Anyone know how to do this? Or at least can confirm that this feature is missing? It'd be great to know either way. Thanks!
  13. guided ocean layer leak

    Hi! I am using the shelf guided ocean layer, and it all works ok, until i decrease the particle separation, and the flip particles leak downward from the guided sim the top part is the the ocean preview, the layer of flip below, dripping down. Am i supposed to plug the ocean preview as a collider in DOPs?? thanks in advance, i have been going on with this ocean thing and i cant get it to work properly! in addition to this, as i would like to build this all i one Geometry node,,,( i like it that way) where are this guidingcollision, etc attribs coming from? thanks! O/.
  14. ocean + ripple solver setup

    hey! I'm doing a water surface using the ocean tool under H16.5 and it's all good so far, now I want to intriduce a little wake in the deformed surface. I'm not using the displacement pipeline so I have the actual geo that I can bake and then apply the wake. is the ripple solver the right way to go? I'm struggling to combine the two effect and to apply the ripple solver on a moving object...any idea?
  15. ocean bug?

    Sometimes when the size of my ocean is particularly large, the ocean in the distance will have a different effect from the nearby ocean. Just like the picture below. Can anyone tell me what is going on? Thank you very much!
  16. Custom wave as guide in flip

    How to use deformed custom animated wave from maya in Houdini as a guided object in the flip. what will be approach if you want to achieve the perfect storm ship and wave in the flip as in attachemnt. wave.mov
  17. Hi! What is inside the VEX function ocean_sample? What calculations are done there? I'm writing my own C++ displacement because the oceanSampleLayers is very very slowly. I use houdini/vex/include/ocean.h as a reference. But it uses ocean_sample, with unknown code.
  18. Hey there, I'm rendering an ocean wave tank that I setup via shelf tools and I'm getting very strange artifacts in my renders at various frames. Sometimes the tank completely disappears and I'm not sure why. There will also be jagged shards of geo popping up ever now and then and I can't for the life of me figure it out. I don't know if there's some discrepancy between the size of my bounding boxes which is causing this odd behavior. If anyone has time to take a look I'd really appreciate it! ocean_js.zip
  19. Mystique Ocean

    R&D in Mystique type effect - flipping tiles driven by procedural animation. In this case, I used curvature to drive rotation of tiles in copy stamp sop.
  20. H17 White Water issue

    Hey magicians! I've been using the new whitewater system and have come across a glitch? How would I get rid of those small dots lining across the sim? Also, would anyone know of a good place to learn just the whitewater system? It is a bit confusing when coming from the 16.5 WW system. The scene is supposed to be a stormy ocean for any feedback you may have, which I would love. Thanks. H17_WhiteWater_Test_01.mov
  21. Hello! I've been trying to render this scene but it is over my head when it comes to render the ocean from a bottom view. How'd you go about rendering this ? I have the standard small ocean preset created, created a simple hdr and fliped it. I also tried reversing the normals from the render grid so the displacement goes the other way around. Someone can give me a headsup ? Found this example aswell
  22. Ocean on a ball?

    I thought the key would be in the Ocean Evaluate > sample_attributes > snippet1 with my additional vex: oceanSampleLayers(1, time, P, falloff, displace, v, J); //move displacement relative to up vector up = set(0.01,.99,0.01); //trying to clean up the Y=1 and Y=-1 awful smearing on the sphere float dispdist = length(displace); vector dispdir = normalize(displace); matrix3 o = maketransform(v@N,(up)); vector newdisp = o * dispdir; P += newdisp * dispdist; BUT, it's not 100% effective. It's a bit better than the smeary default. But I swear it's gotta be a swap from a default (0,1,0) vector to the Normal vector... somehwere in there... :/ Please see attached hip file for particulars. sphereocean_01.hip
  23. Hey guys! I'm a houdini beginner and I was hoping to get some help on a project. Is there any way to make a breaking wave using an attribute transfer? I'm referring to the effect shown in this video: where the wave is folded over. Essentially I would like to make a blend shape of one curve to another, that transfers this wave effect onto another geometry. Can anyone point me in the right direction? I attached an in progress example. Thanks! WaveWIP.hipnc
  24. Spectra Mask removing/Masking the Foam

    Hey guys, Basically my foam/whitewater is being deleted when the flip tank moves across Guided Ocean layer. The foam is cached correctly as the particles are there so I'm guessing its a problem with the OceanShader or rendering? Just as the boat hits the big wave the whitewater map is deleted. Its hard to tell but it seems to be happening through the whole shot. Any ideas how to fix this? H16.0 Mantra Edit. After playing a bit I think it's the Spectra Mask removing/Masking the FoamParticles input. Is there a fix or way around this? Thanks for the help, I'm new to Houdini as I've been learning it the last year when I can so sorry if the above is not worded correctly. Steve Fix.mov
  25. Large scale beach probleme

    Hi, I'm working on a shot with a beach about 500m long, we can see the wave along the beach, I'm not sur if I should simulate the water. It's too big this scene. Anyone knows or have any ideas about it? How I can get this effect? Sorry for my poor english. Thanks
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