ladykiller Posted March 6, 2015 Share Posted March 6, 2015 please someone reupload the hip file.... Thanks Quote Link to comment Share on other sites More sharing options...
RonaldAZ Posted July 8, 2015 Share Posted July 8, 2015 Hi sorry to bring up this old thread! I read through the whole post and still is quite unsure of how to do it. Can someone help me post an example hip!!! Thanks and sorry for the noob question Quote Link to comment Share on other sites More sharing options...
lanhan Posted December 26, 2015 Share Posted December 26, 2015 Would someone shed some light on this workflow.... Quote Link to comment Share on other sites More sharing options...
mikkelm2 Posted February 16, 2016 Author Share Posted February 16, 2016 Sorry for the late response guys!!! I've been away from the forum for some time.. I will look for the project file and re-upload it if i find it!! Quote Link to comment Share on other sites More sharing options...
mikkelm2 Posted February 29, 2016 Author Share Posted February 29, 2016 Sorry guys.. i wasen't able to find the project file! However.. the workflow is very simple, instead of the grid node attached to the ocean spectrum, you simply create a file node, load in your flipmesh bgeo's and link the file node as the grid node was linked! Let me know if you have any problems.. Quote Link to comment Share on other sites More sharing options...
devilstorm Posted December 2, 2016 Share Posted December 2, 2016 ok guys i get all the information you shared but my basic question is how you guys extract exact top surface of mesh so that it will combine with ocean displacement? like for eg. if i'm creating water breaching effect with mountain like structure and after simulating i what i want is thin surface of water to convert it into ocean and also along with that mesh splashes. something like igor zanic's video Quote Link to comment Share on other sites More sharing options...
derjcmp Posted December 20, 2016 Share Posted December 20, 2016 On 02/12/2016 at 6:53 AM, devilstorm said: ok guys i get all the information you shared but my basic question is how you guys extract exact top surface of mesh so that it will combine with ocean displacement? like for eg. if i'm creating water breaching effect with mountain like structure and after simulating i what i want is thin surface of water to convert it into ocean and also along with that mesh splashes. something like igor zanic's video To extract the top Part you can just object merge the ocean displacement and use an ExtruvolumeSOP on it. Move it down a little bit and VDBFromPolygonsSOP it. Use that as a mask on your VDB from the flip. That should give you the top part, thats how I go about it Quote Link to comment Share on other sites More sharing options...
Atom Posted December 20, 2016 Share Posted December 20, 2016 I made an attempt at this by simply meshing in a large box around the simulation area. I'm not sure how "production ready" this technique is, but until others point out a abetter way you could give it a try. Quote Link to comment Share on other sites More sharing options...
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