exu Posted April 15, 2010 Share Posted April 15, 2010 Hi guys, my first topic... i try to use only buit in nodes... and i made in my spare time, in my old macbook pro, so as soon i'll test using HOT, but only now i can compile it in leopard 10.5... using bungie to deform grid, and after sent to DOP's ripple solver... for foam particles emitted by group. Sails are softbody POP's, and water is a choppy water displacement.... rendered in Mantra microploygon renderer ... the Vimeo Link http://www.vimeo.com/10955911 cheers Quote Link to comment Share on other sites More sharing options...
Nibbler Posted April 15, 2010 Share Posted April 15, 2010 did you wanted to make ship looks like toon, I mean I see it this way, just my opinion, don't blame on me, but in 00:15 water looks very good really Quote Link to comment Share on other sites More sharing options...
exu Posted April 16, 2010 Author Share Posted April 16, 2010 did you wanted to make ship looks like toon, I mean I see it this way, just my opinion, don't blame on me, but in 00:15 water looks very good really Hi Nibbler, In fact no, don't worry about it, i don't wanna blame anyone! it's is a W.I.P section.... So it is still under construction, i put the ship just to be a "guest" on ocean simulation and shader.... as i said, my next improve will be made a sim using HOT (Houdini Ocean Toolkit ) .... and i take your opnion for next step... if i understood ... by the way i'll attach a image with my original color correct, but i think that was too dark. and the most important thing (the ocean ) was gone ... thanks for your feedback cheers! Quote Link to comment Share on other sites More sharing options...
exu Posted April 28, 2010 Author Share Posted April 28, 2010 another update... Using H.O.T now... flipbook cheers Quote Link to comment Share on other sites More sharing options...
michael Posted April 29, 2010 Share Posted April 29, 2010 nice... one thing you might want to try is animating the boat using data from the ocean surface looking forward to seeing more! Quote Link to comment Share on other sites More sharing options...
exu Posted April 29, 2010 Author Share Posted April 29, 2010 Hi Michael, thanks! i'll, in fact the first thing that i try is copygeometry SOP aproach from H.O.T examples... but i didn't a acceptable result.. what you suggest, a ray SOP ? this is a my second attempt ... cheers! nice... one thing you might want to try is animating the boat using data from the ocean surface looking forward to seeing more! Quote Link to comment Share on other sites More sharing options...
oldiesgoodies Posted May 1, 2010 Share Posted May 1, 2010 Hi Michael, thanks! i'll, in fact the first thing that i try is copygeometry SOP aproach from H.O.T examples... but i didn't a acceptable result.. what you suggest, a ray SOP ? this is a my second attempt ... cheers! Hey I like the latest render. Do you have any tips for ocean shader? How are you approaching it? Btw be careful with a ray sop. You might get unwanted slidings over the surface especially with a moving surfac that Quote Link to comment Share on other sites More sharing options...
exu Posted May 1, 2010 Author Share Posted May 1, 2010 Hey I like the latest render. Do you have any tips for ocean shader? How are you approaching it? Btw be careful with a ray sop. You might get unwanted slidings over the surface especially with a moving surfac that Thanks, for tip about ray sop... I don't think that i have any tip or trick for ocean shader, it's a basic liquid (using point color) from materials library, with small choppy water displacement and Env Map, maybe the expression on choppy water offset can be a trick... i don't know.... i'll post the Hip file here since i can put all in same place... ( i hope until weekend's gone ) because i made it in 3 separate files... one for each step...and cache it, the project it's a big messy.. 1- ocean ripples 2- H.O.T waves and Foam 3- Final Assembly cheers Quote Link to comment Share on other sites More sharing options...
exu Posted May 1, 2010 Author Share Posted May 1, 2010 Hi Folks The Files are here... all need to be cached... there's output drivers inside the networks to do it... and maybe some files are pointed to wrong folder, i check, but... if i forgot some file, please let me know... cheers ocean_test.zip Quote Link to comment Share on other sites More sharing options...
oldiesgoodies Posted May 3, 2010 Share Posted May 3, 2010 exu, thanks for the file. I will dig through your scene today. Quote Link to comment Share on other sites More sharing options...
slayerk Posted May 4, 2010 Share Posted May 4, 2010 i'm trying to use the same idea... http://www.vimeo.com/11467144 Quote Link to comment Share on other sites More sharing options...
exu Posted May 4, 2010 Author Share Posted May 4, 2010 i'm trying to use the same idea... http://www.vimeo.com/11467144 Hi, slayerk you can tune the choppy to look like more ocean than river... Quote Link to comment Share on other sites More sharing options...
slayerk Posted May 7, 2010 Share Posted May 7, 2010 little update. i'm also use HOT evaluate_ocean in displacement shader to simule water surface. http://www.vimeo.com/11559811 commpression destroy the details of water animation. uncompressed mov is here: http://rapidshare.com/files/384676245/v07.mov Quote Link to comment Share on other sites More sharing options...
CSN0309 Posted August 27, 2010 Share Posted August 27, 2010 (edited) Hi guys. looks like i got a problem with the process of making ship wakes effect in houdini. First, I'm using HOT to sim a moving ocean surface( i turned on the choppy option to make the surface looks like real), and i put Outputdrive to cach this ocean surface. Then i want to use ripple solver to make the ship wake on this choppy surface......But when i sim the ship wake in the DOP network, i got unwanted slidings over the ocean surface. I don't know why i still get unwanted slidings on the surface even through i have already cached the moving ocean. Has anybody got ideas why it always sliding? slayerk, i have seen your ship wake effect, i like that,,, can you share some tips, have you got the unwanted slidings before? Thanks Edited August 27, 2010 by CSN0309 Quote Link to comment Share on other sites More sharing options...
slayerk Posted August 27, 2010 Share Posted August 27, 2010 scene. exr render in linear colorspace. also to view render in mplay (in srgb) need to increase gamma 2.2(i'm use it by default mplay gamma). ocean.rar Quote Link to comment Share on other sites More sharing options...
exu Posted August 28, 2010 Author Share Posted August 28, 2010 Hi, CSN0309, You need solve ripples first, them use a (colored) group to VOP SOP to "add" Ocean Waves to Ripples Waves... you can see how you do this on files ... cheers Cassio Hi guys. looks like i got a problem with the process of making ship wakes effect in houdini. First, I'm using HOT to sim a moving ocean surface( i turned on the choppy option to make the surface looks like real), and i put Outputdrive to cach this ocean surface. Then i want to use ripple solver to make the ship wake on this choppy surface......But when i sim the ship wake in the DOP network, i got unwanted slidings over the ocean surface. I don't know why i still get unwanted slidings on the surface even through i have already cached the moving ocean. Has anybody got ideas why it always sliding? slayerk, i have seen your ship wake effect, i like that,,, can you share some tips, have you got the unwanted slidings before? Thanks Quote Link to comment Share on other sites More sharing options...
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