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Found 126 results

  1. 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!
  2. 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
  3. Hi, How to Render infinite ocean using Redshift In mantra Shader Directly read spectra node, but what about Redshift how to spectra in Redshift
  4. 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?
  5. 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
  6. 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?
  7. 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
  8. 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
  9. 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?
  10. 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?
  11. The White Water Solver 'Add state attributes' doesn't add bubble, foam, and spray point attributes? Thanks Josh
  12. (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 ?!
  13. 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
  14. 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
  15. 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
  16. 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.
  17. 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?
  18. 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?
  19. 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
  20. 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.
  21. 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
  22. 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.
  23. 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!
  24. 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/.
  25. 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?
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