sebkaine Posted January 26, 2012 Share Posted January 26, 2012 Hi guys ! its my first post here on odForce, so hello everybody ! i'm a maya artist, so quite a big noob on houdini. For my first houdini project i'm trying to make a nice CG ocean with HOT. I have 2 main issue. - Pattern repetition problem : in fact i want an helicopter shot with a very large ocean scale. i'm fighting hard to get convincing result. for the moment i use vopsop version of the HOT, and i combine 3 ocean node with different ocean size (50,200,400) i offset each node with an xform on the st coordinate. i get quite good result but i always get straight line. so if you guys have any tips to : - avoid repetition of pattern - avoid straight line - add realism with randomness in the pattern it would be great to learn them ! - tessendorf displace at rendertime : i have an other pb ! i don't know how to setup one more displacement layer at rendertime. Thus i need to use extremely high grid, and everything is slow as hell. for the moment i use a 1400*1400 grid + a subdivide node. what would be cool is to use something like 600*600 grid plus a displacement at rendertime. anyways if you guys have any tips , for making great large scale ocean with HOT it would be nice to share your secrets ! thanks for you help ! sk Quote Link to comment Share on other sites More sharing options...
Annon Posted January 26, 2012 Share Posted January 26, 2012 First of all try changing the wind direction on each of your layered oceanVOPs and play a lot with the settings. Also, the lower the camera, the less you have to worry about tiling. On the rendertime stuff. You could create a rest position in SOPs and use a restSHOP (or just pull in the attribute) to use for your position in the noise (don't forget to use a transform Current:world). I've been doing stuff with OceanSOPVOPs and mixing with OceanSHOPs and other noise patterns to get highly detailed results. Quote Link to comment Share on other sites More sharing options...
sebkaine Posted January 26, 2012 Author Share Posted January 26, 2012 Thanks for your help Christian ! well in fact i change wind direction and tweak parameters to get decent result. for the moment i only use VOPSOP to modelise my grid. And i think that what i really miss is the SHOP part. i make lot of trial to get the HOT displacement work with no sucess yet ! i have no idea on how to make a nice displacement in Houdini. i try to connect an ocean_displace from the SHOP context and i get lot a black area Bug. i think i make something wrong, and houdini may need to know the good space for evaluating the normals of my grid, but as i'm a complete noob i don't know how to do this. How do you use the ocean_displacement correctly ? Moreover you talk about the rest node, i check the help and it looks that it's use ta make a texture stick to a deform object, i don't see how you can use it to optimize rendertime ? thanks again for your help ! Quote Link to comment Share on other sites More sharing options...
sebkaine Posted January 26, 2012 Author Share Posted January 26, 2012 Ok i get it ! its not a normal pb, you just need to create an obscur parameter hidden in an obscur menu call displacement bounds ... Quote Link to comment Share on other sites More sharing options...
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