edgem Posted December 19, 2014 Share Posted December 19, 2014 (edited) Hello guys, I am wondering if anyone has any idea on how to create a boat wake using POP in houdini ? I would have no problem achieve the result with flip simulation but as I use ocean surface, I can't go into the whitewater simulation,can't I ? My main goal is to ray the existing particle sim into this deformer shape but I am looking to create the initial boat wake look on a simple grid before doing that. I am mainly looking for a proper workflow to create these streak that would appear in render. Any advice is welcome. How would you guys approach this ? I have attached an image for the look of the effect I want to achieve. Thanks Edited December 19, 2014 by edgem Quote Link to comment Share on other sites More sharing options...
pbarua Posted December 20, 2014 Share Posted December 20, 2014 Although proper flip sim is better and preferred method. But yeah, you get this using pops. To get wake (deformation on ocean surface) use magnet sop. And for foam procedurally select boat geometry around ocean surface then emit particles from that. Quote Link to comment Share on other sites More sharing options...
pbarua Posted December 20, 2014 Share Posted December 20, 2014 To select geometry, attribtransfer and group by expression is always there. You can do that in vops or vex as well. Use pop forces and noise to get nice turbulent feel. Quote Link to comment Share on other sites More sharing options...
edgem Posted December 20, 2014 Author Share Posted December 20, 2014 (edited) Hey Pradeep, thaks for your reply. I am having no issue creating the wake and deformation. I actually used the ripple solver and ray the result into my ocean deformer. The problem is generating the particles. I can't seem to get these trails behind the boat on a single grid plane. Tried using curl noise but did not achieve required result. How would you do it ? Is it achievable using one single emitter ? I used a box parented to the boat with noise map for emission but I guess that's not the right solution ? I am trying to get all these turbulent particles along the trails. Is that achievable using curl noise ? Thanks Edited December 21, 2014 by edgem Quote Link to comment Share on other sites More sharing options...
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