cudarsjanis Posted February 19, 2016 Share Posted February 19, 2016 Is there any way how I can mask out Ocean Evaluate Node`s influence in certain areas? I`m applying it to my flip fluid mesh and foam particles, but as you can see in this image, where the wave goes lower foam is coming from the geometry, which is something that i don`t want. Any suggestions? Thank you Quote Link to comment Share on other sites More sharing options...
johner Posted February 19, 2016 Share Posted February 19, 2016 (edited) The usual way is to handle the displacement yourself using the "restdisplace" output of OceanEvaluate. So don't feed your geometry into the OceanEvaluate, only leave the spectrum connected to the second input. Then on the volumes tab enable Rest Displacement. That will output three 2d volumes containing the displacement vectors. Finally use an AttribWrangle to do the displacement. Plug your geometry to be deformed into the first input and the OceanEvaluate into the second. The displacement is a one-liner: @P += volumesamplev(1, "restdisplace", @P); In that code you can scale the amount of displacement however you like. Edited February 19, 2016 by johner 1 Quote Link to comment Share on other sites More sharing options...
cudarsjanis Posted February 19, 2016 Author Share Posted February 19, 2016 The usual way is to handle the displacement yourself using the "restdisplace" output of OceanEvaluate. So don't feed your geometry into the OceanEvaluate, only leave the spectrum connected to the second input. Then on the volumes tab enable Rest Displacement. That will output three 2d volumes containing the displacement vectors. Finally use an AttribWrangle to do the displacement. Plug your geometry to be deformed into the first input and the OceanEvaluate into the second. The displacement is a one-liner: @P += volumesamplev(1, "restdisplace", @P); In that code you can scale the amount of displacement however you like. Thank you for the reply! I did all those steps that you wrote. But I have a question, how to gradually change displacement in certain areas now ? If I could change it for this area for 1-2 sec. that would be perfect. I`m quite new to Houdini, this is my first serious project in Houdini, been working on it more than month already. Quote Link to comment Share on other sites More sharing options...
Navneet Arora Posted February 20, 2016 Share Posted February 20, 2016 you can output velocity volume out of ocean spectrum and then use a gradient ramp inside volume vop to control the areas where you want those velocities Quote Link to comment Share on other sites More sharing options...
cudarsjanis Posted February 21, 2016 Author Share Posted February 21, 2016 (edited) you can output velocity volume out of ocean spectrum and then use a gradient ramp inside volume vop to control the areas where you want those velocities Thank you for the reply!!! So as I understand set up should be like that. But how do I set up everything in Volume VOP? Edited February 21, 2016 by cudarsjanis Quote Link to comment Share on other sites More sharing options...
fuat Posted February 21, 2016 Share Posted February 21, 2016 i don´t know if this will be helpful, but i did something sort of similar (not exactly) for a short film where i wanted to have my ocean surface with different calm areas next to windy/displaced areas (as you often can see in nature). very straightforward to setup: http://insekt8.de/I/houdini-custom-multi-resolution-surface/ hope this helps fuat Quote Link to comment Share on other sites More sharing options...
cudarsjanis Posted February 22, 2016 Author Share Posted February 22, 2016 (edited) i don´t know if this will be helpful, but i did something sort of similar (not exactly) for a short film where i wanted to have my ocean surface with different calm areas next to windy/displaced areas (as you often can see in nature). very straightforward to setup: http://insekt8.de/I/houdini-custom-multi-resolution-surface/ hope this helps fuat looks good. It is something similar what I want to achieve. So what was the setup for your project? In the link there`s only screenshots of mesh, not nodes. Janis Edited February 22, 2016 by cudarsjanis Quote Link to comment Share on other sites More sharing options...
fuat Posted February 22, 2016 Share Posted February 22, 2016 the main idea is: two oceanspectrums with different resolution exponents. so basically, you have one stream of Grid&Oceanspectrum into OceanEvaluate. Duplicate these 3 nodes. Now, change the resolution exponent of the Oceanspectrum copy. Plug the both OceanEvaluates into a VOP. inside vops, import P of second input. now mix both P´s as you wish (by color or noise or whatever attrib you want) that´s basically it. Fuat Quote Link to comment Share on other sites More sharing options...
Navneet Arora Posted February 23, 2016 Share Posted February 23, 2016 looks good. It is something similar what I want to achieve. So what was the setup for your project? In the link there`s only screenshots of mesh, not nodes. Janis i thought you wanted to modify vel field inorder to do a flip sim, if you just want surface to be rendered just mix the positions of two spectrums inside a pointvop and play with the bias. Quote Link to comment Share on other sites More sharing options...
cudarsjanis Posted February 23, 2016 Author Share Posted February 23, 2016 the main idea is: two oceanspectrums with different resolution exponents. so basically, you have one stream of Grid&Oceanspectrum into OceanEvaluate. Duplicate these 3 nodes. Now, change the resolution exponent of the Oceanspectrum copy. Plug the both OceanEvaluates into a VOP. inside vops, import P of second input. now mix both P´s as you wish (by color or noise or whatever attrib you want) that´s basically it. Fuat i thought you wanted to modify vel field inorder to do a flip sim, if you just want surface to be rendered just mix the positions of two spectrums inside a pointvop and play with the bias. I ended up just using SoftTransform SOP on points in that area, as I'm not that good in VOPs yet. But thanks for all the suggestions! Really appreciate. Quote Link to comment Share on other sites More sharing options...
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