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Found 6 results

  1. Hey, here's a project I've been working on for a long time, procedural Jellyfish with procedural animation based on source points. Please let me know how I can improve this. DHR
  2. Hi Guys, I am struggling to achieve a believable blood in water effect. I was hoping someone could give me some tips or advise to help steer me in the right direction. Currently I am using a pretty simple pyro setup and sourcing a custom vel field, in an attempt to simulate underwater turbulence. I am also wondering if I may be approaching the problem in the wrong way and if there is a better solution. I've attached a scene file incase this helps. I have posted an example below of the look I am trying to achieve. Between 0:21 and 0:25. Essentially the blood flowing from the chunder and dispersing. Many thanks, Clive Blood_in_water.hip
  3. Hello guys! I'm some kind of a newbie to Houdini but not really in the 3D field. I would like to have some feedback and your opinion on my ocean shader. It's a simple scene which will be animated with a camera traveling toward the horizon, I use it to learn more about houdini ocean shader. Here's my shot : It's been few days I'm struggling with this one, so any feedback is more than welcome! Thank you guys, have a nice day.
  4. Hi all,im working on a way to ray foam against a mesh,i cant get to make a smooth transition to the surface,any ideas???. Thanks!!! ocean.hipnc
  5. is there any way to control Ocean surface that it can generate waves only at its last part like we see in real ocean (overall calm but waves in the end)
  6. I am working on a sequence for a movie, we will have large sea scenes for both close up and far, I made my sea with 3 zones and each zone has 3 layers of ocean deformer. and Every patch has its own displacement with different quality levels. Studio is in process of switching to Houdini, so we decided to make an 1km by 1km sea which we can use for most of the shots. There were several issues I would like to point out, 1) I could not render my ocean unless i have ray predicing set to Full predicing, I beleive i set the displacement values correct i get 0.1 - 0.11 amount of displacement and i got the bounds set to 0.2 with Full predicing I am able to render, is this a general issue 2) I have black spots empty pixels in RGB not in alpha, they are not the result of intersecting edges so I may be seeing something under but they are black empty. Maybe occuring where there is more specular. I am using Micropoly PBR PBR renders pixels also but seems to be less Pixel Samples rendered at 6 for the uploaded image but making it 12 doesnt seem to fix it Missing pixels appear randonly every render for the same frame Thanks in advance I am unable to upload the scene but uploaded some renders
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