remlorestudios Posted January 21, 2016 Share Posted January 21, 2016 Hello! Leaning H15 here and I'm having trouble understanding how to do something we did in Naiad in Houdini without using HOT... since you can't use HOT in H15 from what I've read... although I may be wrong. It's your typical Boat on the water sim using a flat tank for the main fluid sim. Then I surface it using polygon soup in particle surfacing node. I read the bgeo.sc file back in, then apply the displacement map generated by the oceaneval node. Okay that works so far, but now on with the white water. How does one conform all the white water properly to the displaced flip mesh? Also, am I going about this the right away displacing the mesh? I noticed that one could just put the ocean wave setup after the surfacing node and cache that out as one, but someone told me you don't get the same detail with the former method... Can someone please help or upload an proper workflow example! Appreciate it! Quote Link to comment Share on other sites More sharing options...
NSugleris Posted January 21, 2016 Share Posted January 21, 2016 In regards to deforming the white water: Try putting your foam particles through the same deformer that you're using for you're main ocean surface and see if that works. Quote Link to comment Share on other sites More sharing options...
remlorestudios Posted January 22, 2016 Author Share Posted January 22, 2016 I already tried that, but the white water doesn't line up with the surface mesh correctly. Quote Link to comment Share on other sites More sharing options...
Navneet Arora Posted January 23, 2016 Share Posted January 23, 2016 it should work after all foam particles are points and points should deform as your ocean grid did. Quote Link to comment Share on other sites More sharing options...
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