tbay312 Posted October 3, 2015 Share Posted October 3, 2015 (edited) Hello OD force, I'm a new Houdini user, and I'm looking for some general advice when it comes to utilizing Ocean FX & FLIP tools for a project. Right now my team has been tasked with recreating Myst Island, and our camera shots feature a lot of interaction with water. We need to see an ocean trailing off to the horizon, splashes on the shoreline, and camera shots that pan under and out of the water. Needless to say, for a new Houdini user, this has been a (little) overwhelming so far. BUT, luckily, I've made some progress, and there are a couple more months to figure this out. Here's what I'm curious about: - How will shading both the FLIP & Ocean patches work consistently within Mantra? Is it better to somehow make a custom shader for this or Is it better to mesh the FLIP Sim w. VDB and apply displacement on top of it via the ocean shader? (My concern is that perhaps displacement may not work work in conjunction with velocity attributes affecting the mesh) (Finding anything about shading water & foam/splashes inside Houdini has proven to be an elusive topic in general) - What are some recommended tutorials/resources that you think might be helpful? - How would you approach a technical challenge like this? If you're interested in seeing the blockout video, I have it on vimeo here: I've also included a screencap of the ocean I've built so far. Thanks for reading! Have a good day, - Tyler Bay Edited October 3, 2015 by tbay312 Quote Link to comment Share on other sites More sharing options...
tbay312 Posted October 22, 2015 Author Share Posted October 22, 2015 Hey guys, I have an update with my project. I've managed to pop out this simulation. At the moment it seems like my displaced geometry is interpenetrating with my FLIP tank, and I think I need to decrease the particle separation so the water doesn't look so potmarked. Does anyone know if doing this is the best way? I was also thinking that potmarked look could be related to the VDB settings I have when meshing my fluid. Thanks! - Tyler Quote Link to comment Share on other sites More sharing options...
lazza79 Posted October 23, 2015 Share Posted October 23, 2015 From an "audience" point of view, seems ok... After adding foam, bubbles and the other effects it will look great... Quote Link to comment Share on other sites More sharing options...
Netvudu Posted October 23, 2015 Share Posted October 23, 2015 We don´t know how many particles you got there, but unless it´s very few of them, I´m tempted to say it is in fact the VDB meshing process what´s giving you the "potmarked" look (first time I ever read this way of describing it). You´re off to a very good start though Tyler. Keep at it because you´re getting close. Quote Link to comment Share on other sites More sharing options...
tbay312 Posted October 23, 2015 Author Share Posted October 23, 2015 Thanks guys! I appreciate the feedback. Up next on the list is to research a bit more about vdb in general, turn up the waves a little bit, probably turn my particle sep to around .075 instead of .1 (which is where it's at now) and bring in some maya cameras so that I can start comping this fella. I'll keep posting here w. more progress as I get things together. In general would you say that it's best practice to cut a hole out of the displaced geometry so that my FLIP tank can sit in there w.out the overlap? I think that might be the route I'll end up going with Quote Link to comment Share on other sites More sharing options...
Skybar Posted October 23, 2015 Share Posted October 23, 2015 Render the whole ocean and flip seperately, then comp it together. Maybe cut a hole where you know you can to ease the rendering, but you definitely want some overlap to blend it nicely in comp. Quote Link to comment Share on other sites More sharing options...
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