mranosa Posted February 23, 2017 Share Posted February 23, 2017 Hi guys i was recently playing with the ocean flip fluid effects and i am really confused how people render the ocean normally and in some areas (in high vel ones) they render the water white and refractive in a cool way ! like this picture below i tried to render vel pass and combine it but i didn't get it at all and i 've tried to render the high vel areas alone with a different shader but i couldn't reach it because i don't get the right refraction always . Can you help me guys i spent months of tries and renders without any benefit . Quote Link to comment Share on other sites More sharing options...
Atom Posted February 23, 2017 Share Posted February 23, 2017 Click on the whitewater button then select your current flip object that resides in the AutoDopNetwork. This will create three new layers on top of your fluid. Bubbles, Foam and Spray. These three layers can have alternate materials applied. Quote Link to comment Share on other sites More sharing options...
mranosa Posted February 23, 2017 Author Share Posted February 23, 2017 1 hour ago, Atom said: Click on the whitewater button then select your current flip object that resides in the AutoDopNetwork. This will create three new layers on top of your fluid. Bubbles, Foam and Spray. These three layers can have alternate materials applied. surley i made a foam layer and spray ... but it doesn't give me what i want Quote Link to comment Share on other sites More sharing options...
Federico Posted February 23, 2017 Share Posted February 23, 2017 Never tried that, still in your material shader you should be able to import the V attribute and use it to grade the water color. Otherwise to have more control, just create a V pass and use it as a mask in a grade. To do it dive into your shader and set the creation of a custom render pass. Quote Link to comment Share on other sites More sharing options...
mranosa Posted February 23, 2017 Author Share Posted February 23, 2017 I tried all of this and tried using vorticity for diffuse but i don't get a good result if anyone has a simple example for the shader because i am still bad renderer Quote Link to comment Share on other sites More sharing options...
Federico Posted February 23, 2017 Share Posted February 23, 2017 Download flip v3 at the end of the first page. Quote Link to comment Share on other sites More sharing options...
Diego A Grimaldi Posted February 24, 2017 Share Posted February 24, 2017 Hey Anas, sometimes what I've seen done , you cull out on the main sim the mesh or particles with highest velocity that will be covered up my secondary sims (spray/splash/foam) and just cover that area with those. It works great in many occasions 1 Quote Link to comment Share on other sites More sharing options...
mranosa Posted February 24, 2017 Author Share Posted February 24, 2017 10 hours ago, Diego A Grimaldi said: Hey Anas, sometimes what I've seen done , you cull out on the main sim the mesh or particles with highest velocity that will be covered up my secondary sims (spray/splash/foam) and just cover that area with those. It works great in many occasions it works for the most cases but when i render a big object like a spaceship coming out of the water it doesn't work at all Quote Link to comment Share on other sites More sharing options...
rbowden Posted February 24, 2017 Share Posted February 24, 2017 You have multiple people in this thread trying to help you but, you keep responding with that doesn't work. Show us what your material network looks like. Post up your rendered results so far. Put up a .hip file of what you have so far. That part in your OP you have circled is just a velocity (aeration) pass.The thread that @Federico posted should help you with that and it even has hip files in there for you. Have you checked them out? Have you tried to implement what is in those threads in your own file yet? If so and it still isn't working, show us what isn't working for you. Quote Link to comment Share on other sites More sharing options...
khodjaev Posted February 24, 2017 Share Posted February 24, 2017 Hi, I hope that it will help you. speed_calc.hip Quote Link to comment Share on other sites More sharing options...
mranosa Posted February 24, 2017 Author Share Posted February 24, 2017 2 hours ago, rbowden said: You have multiple people in this thread trying to help you but, you keep responding with that doesn't work. Show us what your material network looks like. Post up your rendered results so far. Put up a .hip file of what you have so far. That part in your OP you have circled is just a velocity (aeration) pass.The thread that @Federico posted should help you with that and it even has hip files in there for you. Have you checked them out? Have you tried to implement what is in those threads in your own file yet? If so and it still isn't working, show us what isn't working for you. Okay , thanks i will post everything here Quote Link to comment Share on other sites More sharing options...
mranosa Posted February 24, 2017 Author Share Posted February 24, 2017 I now recognized that I want to make a good light setup in order to render water correctly but when i just use a hdri light of a sky things becomes white and i have to put a big grid with a shader to refract and this don't give me what i want . I calculated vorticity and used it for diffuse in the basic liquid shader Quote Link to comment Share on other sites More sharing options...
mranosa Posted February 25, 2017 Author Share Posted February 25, 2017 @khodjaev @Federico @rbowdenWhat details should i give you for the lighting setup to help ? i can't upload those big cache files Quote Link to comment Share on other sites More sharing options...
rbowden Posted February 26, 2017 Share Posted February 26, 2017 Lock you ship geo and your surface geo and then upload the file. If you do that, you won't have to worry about uploading everything. The geo will get saved in your hip file on the frame you locked it on. Quote Link to comment Share on other sites More sharing options...
mranosa Posted February 27, 2017 Author Share Posted February 27, 2017 Very hard to upload with my internet but can you suggest me tutorials for shading and rendering I found a one in fxphd, mastering lighting and rendering, but i don't know if it is useful in my situation or not Quote Link to comment Share on other sites More sharing options...
mranosa Posted February 27, 2017 Author Share Posted February 27, 2017 I don't think that Houdini refract hdri the mesh is not at all transparent . It looks transparent only when i refract some object Quote Link to comment Share on other sites More sharing options...
Federico Posted February 27, 2017 Share Posted February 27, 2017 You can try with the scene files of this masterclass, to be honest once you have created a simple env light with a nice hdri you are pretty much done. A little advice could be to activate the render passes (diffuse, refl, refr) and see how much each of them influences the beauty and tweak the parameters. Quote Link to comment Share on other sites More sharing options...
mranosa Posted February 28, 2017 Author Share Posted February 28, 2017 Does this masterclass talk about rendering? Quote Link to comment Share on other sites More sharing options...
Federico Posted February 28, 2017 Share Posted February 28, 2017 No, not really. That's why i told you to download the scene files of that masterclass. So you can see the shader they used and the light in the scene. If you can't find the link: https://www.sidefx.com/media/uploads/tutorial/h15_lessons/masterclass/h15_mc_flipfluids_files.zip Quote Link to comment Share on other sites More sharing options...
mranosa Posted February 28, 2017 Author Share Posted February 28, 2017 I managed to upload the file of my scene with one frame cache and here it is without the hdri as it is commercial and i can't share it https://www.dropbox.com/s/ig50j917o9z6xmv/untitled new.hipnc.7z?dl=0 Quote Link to comment Share on other sites More sharing options...
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