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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

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Edited by tbay312
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  • 3 weeks later...

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

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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.

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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

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