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Found 103 results

  1. 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/.
  2. 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?
  3. 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!
  4. 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
  5. 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.
  6. 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
  7. 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.
  8. 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
  9. 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
  10. 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
  11. 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
  12. 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
  13. 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
  14. shelf_beach_compare_shader_test.zipshelf_beach_compare_shader_test.zipshelf_beach_compare_shader_test.zipshelf_beach_compare_shader_test.zipI am trying to use the default beach tank and do a test render but I found out some area of the surface like the water droplets are a lot darker than the rest of the water. I tried increasing the refraction and reflection limit and the displacement bound but it didn't help with the issue. It's looks fine if the refraction is at 1 when everything is transparent but it's not the look I was looking for. Does anyone know how to fix it? shelf_beach_compare_shader_test.zip
  15. Hi guys, I was about to make an effect of two ocean wave collide and combine together. But I have no idea where to begin. Someone who is interested in or have some idea please help me, give me some suggestion. Thanks a lot.
  16. Ocean - no displacement with Deadline

    Probably a stupid question but i'm not a mantra user... I'm currently rendering an ocean in Mantra on our farm with Deadline. I've written out the ocean spectra, foam etc and everything renders correctly on my box. I'm then submitting an IFD generation job and a mantra job (frame dependent on the IFDs) however it renders without any displacement on the ocean...
  17. Hello Guys. I have a problem with meshing FLIP when flattening for ocean displacement. There's visible popping by one frame in refraction when geometry is coming out of water. Here's preview: And here's what's going on with mesh on one frame and next one: Anyone have any idea how to fix that problem? I've tried many solutions but without success. - Narrow Band is turned off - I tried subtracting collision geo from mesh but it doesn't work - Without flattening there's no problem because of the boundry, water has thickness and it's meshed together with space around collision object. If anyone have a workflow for meshing that kind of ascending, I would be very grateful for any sugestions. And if that will help, I'm sharing .hip file without cache files. flip_ocean_rnd_v004.hiplc
  18. It's my first time to work water. So I have some questions when rendering and compositing. I use guided ocean layer to integrate ocean surface and flip simulation. I think the best way is that I seperate render ocean surface and guided layer fluid extended surface, then composite both with touching the boundary. pleas give me some tips for blending two surface.
  19. Hi everyone, I am searching for a way to export ocean geometry from houdini without using displacement (because I must render it after with octane and octane is terrible handling displacement), the idea is to export real geometry instead of displacement maps as you would do normally. Sort of combining the ocean evaluate (simulated area) with the ocean preview (out of ocean spectra) meshes in one mesh (see pictures attached) Can someone help me on how to do that ? Thanks
  20. 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??
  21. Ocean warp

    Hi guys, I was wondering whether anyone has idea how to simulate ocean on a non grid-like geo, for example: this It was shown in houdini 16 "what's new video" but I have no idea how to even start with this. Any dircetions would be awesome!
  22. Houdini Whitewater

    Hello, Masters I just going through a small problem but it is actually big for me. So, can you tell me how to produce whitewater like the image I have attached below. Because my whitewater sim do not create that spash like effect on top of the wave.
  23. Hello! I try to render an ocean with foam. I've got weird results always whenever I put down manualy the oceanfoam sop and link it the cached particles to the oceanSurface shader's oceanfoam particles path. What you can see in the picture that I linked is that first I clicked on the “Small Ocean” from the shelf tool, that puts down automaticly the ocean foam SOP and also creates the link on the oceansurface shader. That renders with no problem. After that I moved the camera, recached the oceanfoam (from the camera) I disabled the link and point on the path of the particles manually, and after that the render is destroyed. It creates these spike artifacts. I made this workflow only for demonstration purpose, to show that whenever the link for the oceanfoam path is made manualy I got this weird render result. Does anyone have any idea what Im missing??? Thank you.
  24. Hi everyone, I'm trying to simulate a cruise moving across the ocean. I did few tests but haven't get the result I'm looking for. I need some help and advice from the community. Here are two of tests I did: FLIP tank size:130*15*140 Particle Sep: 0.15 Grid Scale: 2 The first with Reseeding On, the second one with reseeding off. https://vimeo.com/259249552 https://vimeo.com/259249724 Not sure which part went wrong in my settings. Both videos have FLIP particles pushed out so much and unable to maintain the shape it should be. Here is the image similar to what I'm looking for. I also attached the hip file. B_cruise_11_a.hiplc
  25. I'm using the Ocean Flat Tank Shelf tool to do a flip sim, and then render an extended ocean with the ocean displacement tools. Basically, trying to follow along with the example shown in the Houdini 16 Ocean tools masterclass. The issue I'm having is, when I use the Flattening tools on the particlefluidsurface sop, I get a lot of extra geometry below the surface. The default Extrude Polygons mode is planar and I get a lot of planes below the surface. If I change to Along Each Axis, I get the extra geo planes above the surface as well. Has anyone run into this issue? I didn't really change any simulation settings on the flattank_sim from what the shelf tool set up. I suppose it's possible the new narrow band settings are somehow breaking the flatten geometry tools? I should test with the narrow band turned off maybe but I would hope that wouldn't break the setup. I'm hoping someone else has seen this before and found a solution.
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