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Found 9 results

  1. Ocean Foam doesn't work

    Hi everybody, I'm having a problem with the Houdini Ocean Tools. In particular, the Foam SOP doesn't seem to be working at all. To make a comparison, here are some screenshots of an ocean rendered with Houdini 15 prior the introduction of the new HOT (when the foam was texture based). This organic pattern seems quite impossible to achieve in Houdini 18: no matter the density of the foam that I get in the viewport, I can't manage to get this pattern in the render. All the caches are working and linked to the Ocean surface shader properly, and all the tweakes I did on the shader itself only enhanced the whiteness of the waves whitecaps. Even the same Houdini files from the Ocean Masterclass in Houdini 16 doesn't give the same results as the presentation videos. All I could do was to render out the Ocean Foam SOP particles as points using a Principled Shader (or giving them a Density attribute and then render them out as a volume) but having the foam working properly from the Ocean Surface shader would be much more handy. Does anyone knows a possible solution for this? Is it a bug?
  2. ocean extension tiles

    Hi! I have some issues with my first ocean extension. It shows with strange lines and repetitive patterns. I merged two ocean spectrums, add seed on these parameter and even try diferent numbers on downsample that belongs to material builder. Anyone can tell me what's wrong? thanks in advance. ocean_extension.mp4
  3. 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
  4. Hi, I am messing around with the ocean spectrum node. If I want more smaller waves (higher frequency waves), is the best method to adjust the grid size? Is there a better way? Thanks
  5. Hi there, Where can we control the quality (subdivisions) of displacement using ocean spectrum? The image is from the same scene but when camera comes near (2 meters) the ocean we can see lack of subdivisions on displacement. I've already tried resolution exponent to 11 under ocean spectrum, dicing at 2 under mantra settings but it comes always with these squares. I'll keep diging, but meanwhile if you have some tip, please shoot Cheers
  6. Hello! I can't get to work the new ocean surface setup, even with the provided scene files. I the viewport it's seems fine, but it renders flat. (and without the foam) Yes, I baked the spectra node. Can anyone point me in the right direction? There is none learning material about the new ocean surface, not a single tutorial, only the masterclass. Thanks
  7. Hey, I don't know whether this is a bug or not but I can't use two merged ocean spectra with point instancing on them to deform the guided ocean layer. Thats strange because I can object merge this merged spectra and deform a grid. Why is this happening? I want a large ocean to get merged with a flip sim. Not wanting to use the new edge extension system but it would be helpful to have the same spectra be applied on the flip particles as well as on the grid.
  8. oceanfx reduce tiling pattern

    Hi, I would like to blend multple ocean spectra together to get rid of the visible tiling pattern, however merging/mixing different spectra together doesn't quite work, unless they have the same gridScale and resolution. I would ideally like to keep the solution as upstream as possible, so ideally at volume/spectrum level, as this would allow to drive potential subsequent flip sims which rely on spectrum data neatly, but I'm not sure if this would be feasible. Can you recommend a nice and tried workflow to add a low frequency noise to break up the pattern? Thanks MisterP oceanWaves_v004.hip
  9. Try to understand Ocean setup

    I'm playing with ocean and I have some question about the nodes and the foam creation. I hope someone can help me to understand that. first of all, I'm wondering what is the use of the Rest volumes that you can add in the ocean evaluate node, these are for simulation purpose only. There is not much info in the help about these volumes? and there is also under the foam solver tab "rest foam". What is it for ?. For the rest foam, It create problem at render time when I check the box, look like the grid is not displaced correctly? I'm also trying to mix or merge 2 spectrums together, because I got a hard time to get the look I want to achieve with big wave and smaller wave on top. At the moment I use an ocean evaluate with a spectrum creating big wave and check the deform box and I use this geometry to plug in another ocean evaluate with a spectrum creating smaller waves, is it the right way to do this or merging the 3 volumes giving by the spectrum node is better because you will have the foam solver computed correctly ? ( I try adding them in volume vop, but without success). With my setup with 2 evaluate node, I got a problem with animation of foam when I render the scene. The deformation of the noise in the Y direction is too quick and I don't know why? I hope someone have time to take a look at my scene, so I can get a better understanding of the oceanFX. oceanFX_v010.hipnc Thanks Doum
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