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Found 12 results

  1. How can we control the shape of a chramp (created in a point wrangle) with a spectrum chop and therefore animate the shape? I already posted a question related to this, but maybe it was worded confusingly or seemed difficult..as no one answered. So I am asking generally, alternative solutions are welcome.
  2. I wanted to ask for advice on combining two setups. One is using spectrum chop to displace the points of a line along P.y independently. The other one is a RBD bullet sim. A POP Wind is moving the fractured pieces of a box away from their original position. Using a time shift the sim's progression can be offset along the z axis and the offset is controlled by a chramp. Now I want the data from the the spectrum sop to instead of displace the points along P.y fit the amplitude from 0 to 1 and remap (?) it to the frame range of the pre-calculated sim, currently frame 1 to 50. I sorted the the simulation points along the z axis and would like to use the audio spectrum to drive their time offset, instead of the P.y. Need to figure out the maximum amplitude of the spectrum chop and fit it to the last frame of the sim? Attached is the .hip containing both setups and an audio file (royalty free track used by the tutorial creator of: Houdini CHOP Talk 3 Audio Processing 1 - Audio Spectrum https://www.youtube.com/watch?v=J754SLvE7BQ) The audio doesn't matter, I just wanted to provide anything.Downfall.wav The line's points are evenly spaced, but the bullet sim points obviously aren't, so I would like that to remain unchanged.. retimed_sim_1.mp4 retime_sim_with_chops.hiplc Downfall.wav
  3. Scale down ocean guided inputs

    Hi, I am trying to simulate an ocean guided flip with a maya scale spectrum (1 maya unit = 10 houdini units). Since I did not find a way to properly scale down the a spectrum , I am down scaling down all the inputs of my sim : _ The particles -> Transform SOP _ The grids (surface, vel, guided_sink, guiding_surface) -> Transform SOP + scale down values _ In the solver I scaled down all the parameters linked to the Ocean source (particles sep, boundaries,...) My issue is despite those adjustements the waves are "breaking" and not matching closely to the spectrum. It looks like they are just affected by the vel field like a standard force and not really guided. Please let me know if you need more informations. Cheers
  4. 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?
  5. 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
  6. 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
  7. 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
  8. 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
  9. 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
  10. 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.
  11. 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
  12. 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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