Paint! Posted November 15, 2015 Share Posted November 15, 2015 Hey all, So I have done some tutorials here and on Digital Tutors and decided to have a mess around with the Ocean FX tab. My aim was just to use the wave layer and to have the boat that I have gotten from the tutorials roll around and move through the waves. The issue I'm having is getting the boat to adopt the motions of the wave. Whenever I did this with flip fluids I would have object merged the object in a separate node, created a new normal into the dopimport that would inherit the movement of said waves and then copy that back into the object. In following that same train of thought I attempted it but I can't get it to work? Even though the wavetanklayer_sim is basically a DOP network does it count as one? Do i need to use another node other than dopimport in the emit (which you can find in the project file below) or have I just configured it wrong? Any help would be most welcome! wavetest.hip Quote Link to comment Share on other sites More sharing options...
Paint! Posted November 26, 2015 Author Share Posted November 26, 2015 Okay maybe this isn't clear? In the scene attached I have a flip fluid sim with a barrel-esque model that I made whilst learning flip fluids. The model has inherited the movement of the waves and as such it shifts around the waves as they move. I understand how to make that happen here since inside the EMIT node I created I've copied a normal back into the barrel after using the embed in fluid tool. My query is, if I'm not using a flip fluid tank but instead using a wave layer sim. How do I go about it there? Do I still use merge object to fluid and then go about making it ride on the waves like the barrel's EMIT node? Whenever I try that once I've set a dopimort told it to fetch geo from the dop netowork which I have set as my wavetanklayer sim then houdini just crashes? please someone help! barrel.hip Quote Link to comment Share on other sites More sharing options...
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