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Flip Wave Layer Tank Workflow


John Svensson

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Hi, I've been playing around with the ocean fx shelf tools a bit and have a couple of questions regarding usual workflow.

 

I want to create a boat traveling over a static grid with waves, so combining the ocean spectrum / evaluate sop with flip sims seems like a good idéa, and it seems that this is what many of the shelf tools is doing.

 

I found this in the documentation http://www.sidefx.com/docs/houdini15.0/shelf/ocean_differences and from that it seems that the wave layer tank is what I want.

 

I tried to implement it in a little to advanced project for me and wasn't happy with the result I was getting. So now did a quick test scene with a static grid and a object traveling trough it and I still get some weird result.

 

For example to water doesn't seem to close the space behind the "boat". So I started to think if the whole wave layer tank was mostly for being able to get white water on top of the sop geometry from the ocean evaluate node. I don't know, I'm a bit confused.

 

A saw this nice rnd example from Vladimir and from what I can see he seams to use flat tanks and maybe wave tank. I want those continues waves from the ocean spectrum.

 

 

Do people use some custom setup to continuously advect the flip sim to add velocity to the waves. Or is it possible to combine something like a flat tank to get the ocean / boat interaction and then do some trick to add that on top of procedural ocean geometry?

 

I've attached my simple test with the weird gap behind my test geo boat.

 

Any thoughts or tips is appreciated.

 

Thanks

 

/ John 

WaveLayerTank_BadResultExample_V01_01.hipnc

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  • 2 weeks later...

it does close off if you sim it a bit longer, it's because your boat is traveling really fast compare to the "pound" you prepared for it.

(did a bit conversion, your "boat" travel in Z-axis at 19.03m/s(from frame 0 to 24) ~= 68 km/h)

 

Since you didn't change any scale settings, you need to think about the actual speed your object going through.

Plus, since it's animated collision object, water does not affect/dampen it's speed. so you need to animate it appropriately to make it believable.

 

And finally, it's a coarse sim at particle separation=0.15, it will not look as nice as the video you posted.

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