XRM Posted October 11, 2013 Share Posted October 11, 2013 Hi, I've a mesh of an object falling into water and another mesh which is bigger in size and is an ocean created using Ocean spectrum and evaluate nodes. I rendered out the displacement map out of it. I piped it into the displacement texture map option of the mantrasurface shader which I am using to render out the flip mesh. I matched the uv of both with perfect ratios. Still I'm seeing little bit of offset in the map. Anyone knows what the problem is ? Quote Link to comment Share on other sites More sharing options...
XRM Posted October 17, 2013 Author Share Posted October 17, 2013 Nevermind. I found a way. Thank you everyone. Quote Link to comment Share on other sites More sharing options...
Skybar Posted October 20, 2013 Share Posted October 20, 2013 I'm curious how this works, using a displacement map for FLIP instead of deforming the surface. Can you limit the height where it gets displaced? For instance I wouldn't want the splashes to be displaced by the ocean at all, can you do that what a displacement map? Quote Link to comment Share on other sites More sharing options...
Hudson Posted October 20, 2013 Share Posted October 20, 2013 @Skybar You can use vel or a custom attribute and connect it to displacement amount or a multiplier. Whatever you like. Correct me if I am wrong because I have not done it. But it should work. It is Houdini after all Quote Link to comment Share on other sites More sharing options...
XRM Posted October 21, 2013 Author Share Posted October 21, 2013 (edited) @Hudson @ Skybar. Yes you can use a custom attribute and connect it to the displacement amount. But that will not workout well. I tried it. Lemme describe my full workflow 1. Made my ocean using the ocean tools namely ocean spectrum and evaluate and a grdi which defines my ocean surface. 2. I created my FLIP tank. Added my collision meshe(ship) to the sim. Cached the sim. 3. Cached out the mesh. I recommend using the new VDB tools. 4. In the ocean evaluate node, there is a tab to export texture. Remember to apply UV to the grid and turn on uv attribute under geometry tab in ocean evaluate. Render the texture out. 5. Use this rendered texture with the ocean shader displacement and apply it to the flip mesh. Scatter some points on the cached mesh(color value [0,0,0]) and on the object which is colliding(color value [1,0,0]. Then used an attribute transfer and delete just to get some particles on the surrounding part of the mesh where the displacement value of the displace map is not needed. Cached it out as point cloud. 6 Used this point cloud data inside the ocean shader of the flip mesh to get a nice smooth ramp which can be multiplied with the displacement texture maps values. 7. rendered it out It blends properly in comp. Cheers Edited October 21, 2013 by XRM Quote Link to comment Share on other sites More sharing options...
Skybar Posted October 21, 2013 Share Posted October 21, 2013 Oh wow I will have to try that, sounds neat, thanks a lot Ranadeep Quote Link to comment Share on other sites More sharing options...
XRM Posted October 21, 2013 Author Share Posted October 21, 2013 Pleasure Don't be mad at me if something doesn't work as I described. I am new to houdini. Just 4 months. Quote Link to comment Share on other sites More sharing options...
harima Posted December 14, 2013 Share Posted December 14, 2013 Hi, I was looking to do exactly that but as I am new also I am loosing you at the point where you are about to render out the point cloud. How do you do that? And then how exactly are you using it inside the shader? Is it possible to provide me with a hip file going over the method? thank you Quote Link to comment Share on other sites More sharing options...
XRM Posted December 23, 2013 Author Share Posted December 23, 2013 Hi, I was looking to do exactly that but as I am new also I am loosing you at the point where you are about to render out the point cloud. How do you do that? And then how exactly are you using it inside the shader? Is it possible to provide me with a hip file going over the method? thank you Hi mate, I am afraid I cannot upload my hip file but I will try to make a small file or tutorial to demonstrate how to use point cloud inside Shader. Cheers! Quote Link to comment Share on other sites More sharing options...
XRM Posted December 23, 2013 Author Share Posted December 23, 2013 (edited) Hi Harima, Here is the attached file to show how I am using point clouds inside shader. If the point count is low, we can offcourse use the "op:" command but for flip sims, it can get really huge. So I think it is better to save the thing as point cloud. Cheers!!! PS...My bad. I am still new at this forum. Now the file is attached. PointCloud inside shader.hip Edited December 27, 2013 by XRM 1 Quote Link to comment Share on other sites More sharing options...
ettylka Posted December 27, 2013 Share Posted December 27, 2013 Hi Ranadeep, I noticed you had posted a file with an example of using the point cloud in the shader, but it looks like you have edited your post. Anyway I could get that as well? Thanks Quote Link to comment Share on other sites More sharing options...
XRM Posted December 27, 2013 Author Share Posted December 27, 2013 Hi Ranadeep, I noticed you had posted a file with an example of using the point cloud in the shader, but it looks like you have edited your post. Anyway I could get that as well? Thanks Sorry mate, I am quite new to this form. So did a mistake while uploading. Quote Link to comment Share on other sites More sharing options...
harima Posted January 6, 2014 Share Posted January 6, 2014 Hi mate! I somehow missed your reply! Thanks so much I will check it out now! Cheers! Quote Link to comment Share on other sites More sharing options...
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