wateryfield Posted September 27, 2013 Share Posted September 27, 2013 Because i want to control the range of the wave, so i did it in vopsop. But there is no such a oceanwave deform in vopsop. However i can replace the houdini oceanwave by HOT ocean in vopsop, but it is a little slowly. Anyway can i use the houdini oceanwave in vopsop, or other way to control the range of the oceanwave. a simple sketch. Thank you for your time! Quote Link to comment Share on other sites More sharing options...
Hudson Posted September 27, 2013 Share Posted September 27, 2013 Do this: 1. Create a point attribute: ex in_range. set 1 = inside the range and 0outside the range 2. Use the ocean wave deformation 3. Create a vopsop and apply the grid(non-deformed) to the first input and the deformed to the second input. Now you simply need to apply the position of the deformed to those points with the attribute in_range =1 4. You should also build up a way to smooth the edges. let's say make the attribute in_range to a float between 0-1 and you could use a mixVOP and set the attribute to the bias. You could do the same operation for all attributes you need from the ocean deform Quote Link to comment Share on other sites More sharing options...
wateryfield Posted September 27, 2013 Author Share Posted September 27, 2013 (edited) Do this: 1. Create a point attribute: ex in_range. set 1 = inside the range and 0outside the range 2. Use the ocean wave deformation 3. Create a vopsop and apply the grid(non-deformed) to the first input and the deformed to the second input. Now you simply need to apply the position of the deformed to those points with the attribute in_range =1 4. You should also build up a way to smooth the edges. let's say make the attribute in_range to a float between 0-1 and you could use a mixVOP and set the attribute to the bias. You could do the same operation for all attributes you need from the ocean deform Hudson. Thanks you for your reply! Anyway i create a basic vopsop follow your advice. It is useful ! But i am a bit stupid when build the smooth edges. I get a issue. Are you convenient to check my HIP,or give me a simple sketch. Thanks again! Edited September 27, 2013 by wateryfield Quote Link to comment Share on other sites More sharing options...
wateryfield Posted September 27, 2013 Author Share Posted September 27, 2013 (edited) Do this: 1. Create a point attribute: ex in_range. set 1 = inside the range and 0outside the range 2. Use the ocean wave deformation 3. Create a vopsop and apply the grid(non-deformed) to the first input and the deformed to the second input. Now you simply need to apply the position of the deformed to those points with the attribute in_range =1 4. You should also build up a way to smooth the edges. let's say make the attribute in_range to a float between 0-1 and you could use a mixVOP and set the attribute to the bias. You could do the same operation for all attributes you need from the ocean deform sorry. forget the HIP. VOPSOP_range.hipnc Edited September 27, 2013 by wateryfield Quote Link to comment Share on other sites More sharing options...
Pazuzu Posted September 27, 2013 Share Posted September 27, 2013 Here is very basic example with the painting of an attribute. VOPSOP_range.hipnc Quote Link to comment Share on other sites More sharing options...
wateryfield Posted September 28, 2013 Author Share Posted September 28, 2013 Here is very basic example with the painting of an attribute. Thanks a lot! Pazuzu. Create a nice rusult. Quote Link to comment Share on other sites More sharing options...
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