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Showing results for tags 'waves'.
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I'm having an issue with the Beach tank shelf tool when I try to use the Ocean Waves SOP (along with a couple of Ocean Spectrum SOPs) to seed the waves. As you can see in the video, the velocity of the waves seems to be transferred to the boundary layer of the simulation, but nowhere else, and the passing of the instanced waves seems to have little impact on the simulation, when the waves should in reality be breaking on the beach. I've already played around a lot with this and I believe it could have something to do with the velocities of the points on which the waves are being instanced, but I'm not sure. Any suggestions would be great, thanks! Beach Tank Issue.mp4
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- flip
- beach tank
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I am building a flock using separation, cohesion, and alignment, but I'm modifying the alignment variable. Research showed that you can use a superfluid equation to define the speed of the turn information traveling through the flock, and that helps give the flock that really fluid look. I'm trying to figure out how to control the speed of the information. I need to 1. be able to dynamically change the speed of the information based on the flocks cohesion (when they're more cohesive, the information travels faster) 2. be able to send out "waves" of information every frame, so 24 times a second 3. send out non-disappating waves (I tried the ripple solver, but one of the problems was the dissipation of the magnitude of the wave) I'm thinking CHOPS might be the best bet, but right now I'm just finding a lot of CHOPS information dealing with sound and audio. LMK if anyone knows of a good node that could help me. Right now I'm looking into just hard-coding it in VEX (basically storing the velocity of ALL of the boids at 10 frame intervals), but that will be VERY intensive.
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What I want to achieve on my render: I know that I need very low particle seperation so the turbulent spots are crispy and visible. My test rendering with redshift: https://www.youtube.com/watch?v=CL8iC5EQaoY My Questions: - I don't use any ocean tools for this; just an emitter that hits the wavebreaker collision: Should I better use ocean tools instead plain FLIP and an emitter? - I used a 50m x 40m x 20m scale FLIP tank to somewhat get realistic scale with 0.04 particle sep. It took me about 4 hours to sim and mesh 150 frames. Is this overkill and should I go much lower on the scale? - Entagma made a tutorial about adding the turbulent areas of FLIP as an attribute to the material. I did the same but the white parts are flickering very hard for me when rendered. https://www.youtube.com/watch?v=DhqC13Z_hYc&t=774s Basically how can I reproduce the same look from the reference image with houdini and redshift? Many thanks in advance
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hi, i'm struggeling trying to understand what's writin in this article from surf's up siggraf papper about cylindrical coordinate system of the wave and the parameterization of the surface, if someone can point me somewhere please, it's sound simple but i don't get it, i understand that cylindrical coordinate system is a way to calculate point position in a circle environement and then convert it to regular coordinate system for uv but in this case they use it to separate the wave zone various parts during its life cycle by using an angle. here is the full article and thanks for your help.
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Hi, I am trying to create a flip simulation of an animated character, such that the surface of the character looks like a violent ocean. So far, my attempt has been to create a character body with suction fluid, having some emission as well. However, I am not getting the effect I am looking for. The fluid surface created by the suction force is very smooth, but what I want is for there to be ocean waves flowing around in the surface of the character, if that makes sense. Have a look at this video: Basically, I was hoping to get the surface of the character looking like the ocean surface in the video above, instead of a flat plane as the base mesh, it should be the character. Any help is greatly appreciated.
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Hi there! I'm working on an effect to create a kind of hero / tidal wave look using the regular Ocean Spectrum SOP and a VOP-based deformation. I was trying to find some information online about the various approaches for an effect like this to create some secondary simulated effects for whitewater / splash. There's a couple threads here bouncing the topic around but curious how you would approach an effect like this. Currently I'm taking the output of Ocean Evaluate and deforming it + copy and pasted the same VOP inside the "Ocean Foam" node in the displacement section. As you'd expect, because the velocity of the deformation itself is sort of lost in all of this (and because I don't think the Ocean Foam SOP is meant for this sort of thing) the foam particles just stick to the top of the mesh. I also noticed in my research that in waves like this there is this sort of upward-moving whitewater that creates beautiful streaks in the wave (in addition to the bubbling, foamy cusp of the wave). Ultimately looking to add a collider into the scene and create a sort of "surf" effect but that comes later Really loved these big waves as a reference: I've attached my *pretty basic* .hip file for you to take a peek at! Excited to hear your thoughts! TidalWavePrototype01.hip
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Spiral waves in the Belousov-Zhabotinsky reaction. The Belousov-Zhabotinsky (BZ) reaction is an example of a temporally oscillating chemical reaction. Software: Houdini, Nuke, Resolve. Reaction references: A. Turner, "A simple model of the Belousov-Zhabotinsky reaction from first principles and scipython.com.
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Hey I'm working on a scene that need to create some "waves" up in the clouds specifically very much like in the film the matrix2 where we see Neo flying i have created some clouds and not sure how to approach this... (grab a tube and make it a collier? or subtract it?) any comments will help! DYNAM3_WEEK1_CLOUDS_V04.hipnc
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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
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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.
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- houdini whitewater
- whitewater
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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
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Hi, I have a question about the ocean spectrum node. I have created a deformed wave using a grid with ocean spectrum and ocean evaluate node. I can change the ocean spectrum wind direction setting to achieve the kind of look I want, which is to have the vertical lines on the ocean surface, something like the image below. But if I only do that, the waves direction is still wrong, they are moving sideways. Is there a way where I can create this effect with chops moving in the right direction? I thought perhaps I should create another ocean spectrum and put it on top of the first ocean spectrum. This is pretty urgent, does anyone have any suggestions? Thanks!
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Hi,I have used the attribute VOP to create 2 separates wave deformers. I would like to blend these 2 together to get the shape that I want. I tried using different attribute nodes but I can't achieve the effect of blending the meshes together. How do I go about doing it?I have attach my nodes network and the image here. You can clearly see that the meshes are separate, I want to combine the mesh. I tried joining the 2 attribute VOPs one after the other but that only increases its amplitude and nothing else, I want the 2 mesh to join at different position so I get a v shape effect like the png image I show here. I thought of perhaps multiplying the 2 wave matrix together by using the attribute wrangle node but i'm not sure how to call out the VOP variables individually when both waves' output is the same (position P). Is there a better way to do this? Any help and advice would be appreciated, Thanks!Eunice
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Hello guys, I'm working on a Bifrost liquid mesh that I imported into Houdini to render it with mantra since Maya couldnt manage my huge alembic file ( +300Gb ). There is no foam yet since it's in the process of meshing but I wanted to know what do you think about the liquid mesh shader ? I used the Ocean material from Houdini with some adjustment. Thank you guys!
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Hey guys!!! I’m playing with a large ocean render using Mantra PBR. In my scene i have a simple HDR environment light, and an Area light. The Area light is actually creating all the specular highlights in this render and shader is the default from ocean waves. I’m not sure what passes to render for composite.. Right now i’m rendering depth pass, normal pass and directreflection pass. I would really like to have the specular in a pass, and maybe some kind of motion vector pass, how do i achive this? Since i'm using the defualt shader, i'm guessing i just have to use the correct vex variables for output extra image planes? If that makes any sense.. And can you houdini experts perhaps recommend me some other passes to render for oceans and flip fluids? Any help is greatly appreciated, thanks!
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Strongly based on (mighty) Igor Zanic old Naiad test of an helicopter, I worked on this test to get the hang of the new Ocean FX tools in Houdini, as well as testing how to use custom forces to affect FLIPs (to simulate the helicopter blades). Sorry for the somewhat grainy render and some Nuke retiming flicker around. I didn´t have the time to retime and re-render. I think I make up for this with an interesting test. My conclusion so far is that it´s very difficult to use dynamic waves and still keep your main effect strong and controllable because of the amount of interactions going on with the waves. The reason being dynamic waves require a really huge container not to come back too soon and this adds up on the usual problems on any similar scene.
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Hi everyone. With my first post I want to show you my recent personal project and thank all of you for creating this great community. The setup was pretty simple. I used off the shelf beach tank and separated particle generation from tweaked velocity advection to start with clean and plain sea body. The boat was simulated with low res version and then used just as collider for the final one. Main fluid contained about 10M particles and foam maximum of 1,7M per frame. Everything took about 10h to render on a single machine. Hope you like it. Thanks for watching!!!
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Hi everyone, I’m pretty new to Houdini, so please bear with me. I want to try making a little boat passing through a body of water. Now I know how to use the boat to affect the water and create the wake, but I also want the boat to be affected by the water: I’d like for the boat to rock with the water’s waves. Is it even possible for an RBD object to be affected by a flip simulation and if so how does it work? Or would I have to animate it myself? I’d be grateful for any help you can give me Thanks in advance! Cheers
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- RBD Object
- Flip Simulation
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My deadline is very tight and client want big foamy waves like DNB bank TV Commercial. Which is the best way to get that kind of effect, Ocean shelf tool to simulate wave or wave tank shelf tool? If I use Ocean tool then how to get foam out of it? Pls check attached reference images from DNB Bank TVC. Foam Ref..zip
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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)