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How generate foam from animated grid


Aram86

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Hello ,

 

I got grid ( ocean surface generate in 3D max and exported as alembick scene to houdini, generated by ocean tool kit in max) , now i try to generate foam from it ( as particle in white water ). Any idea how do it ? I was try to put that grid instead  of ocean surface on wave tank ( wavetank_initial -> wavetank ) but it not work as i expected. Any idea how to do it ?

 

I know its much more easy to generate ocean surface in houdini and then is easy to fallow , but i just get that problem and try to fight with it. 

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I am probably the less expert of the forum but I'll give it a shot.

 

I think that your goal is to generate foam from the cusps of the waves.

 

You can use this trick:

apply "measure" SOP to your grid,

use the "curvature" parameter to isolate the cusps (I used an attribute VOP with a FIT to get the curvature > 0.5).

 

post-14285-0-67858100-1443694712_thumb.p

 

At this point you know where the cusps are and using the color, you can generate points that you will eventually use to generate foam.

 

post-14285-0-80446600-1443694714_thumb.p

 

I hope this helps you... If not, remember that I'm a noob!  :D

 

I'm attaching the file I created for the example

 

Cheers!

Lazza79

 

curvature.hipnc

Edited by lazza79
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I am probably the less expert of the forum but I'll give it a shot.

 

I think that your goal is to generate foam from the cusps of the waves.

 

You can use this trick:

apply "measure" SOP to your grid,

use the "curvature" parameter to isolate the cusps (I used an attribute VOP with a FIT to get the curvature > 0.5).

 

attachicon.gif2015-10-01_111749.png

 

At this point you know where the cusps are and using the color, you can generate points that you will eventually use to generate foam.

 

attachicon.gif2015-10-01_111810.png

 

I hope this helps you... If not, remember that I'm a noob!  :D

 

I'm attaching the file I created for the example

 

Cheers!

Lazza79

 

attachicon.gifcurvature.hipnc

 

Thx for good idea :) I'm working on it , now just need to control birth rate , and what they do after they are birthed :D 

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if you've got a constant topology, you can generate velocities using a trail sop.

 

if you've got velocities, then you can run a simple sop solver that does the following:

 

merge in your new foam points generated form whatever method you choose

ray project your foam points into your surface

grab the velocities from the surface hit position

move your foam points based on this velocity

increment the foam age and remove any that are too old

 

repeat

Edited by fathom
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