atrytone Posted March 16, 2017 Share Posted March 16, 2017 I am creating a long animation of a boat on an ocean surface. I am using the new guided ocean surface with Houdini 16 to make use of the extended fluid surface blending to an infinite ocean. I am encountering a couple of problems, one being that as the sim continues the boat becomes a submarine due to so much fluid, but also, relating to the topic of this post, white water emission is occurring everywhere making blending into the ocean a problem. The question is, how to I use the volume mask created by the particle fluid mask node to reduce the velocity, curvature, and vorticity of the compressed fluid sim so that the white water emission will blend better with the infinite ocean? Any insight would be very welcome. Thanks Quote Link to comment Share on other sites More sharing options...
atrytone Posted March 17, 2017 Author Share Posted March 17, 2017 Nobody has any idea? Quote Link to comment Share on other sites More sharing options...
atrytone Posted March 30, 2017 Author Share Posted March 30, 2017 It seems to me that a large number of posts are unanswered in general on this forum and SideFX's. I know most questions are rather basic, and most professionals don't' have the time to answer, but alas I still lament the fact more questions are not answered. Anyway, for those interested, I figured out a solution. It may not be the best, but it works. Simply using the 'attribute from volume' will get you what you need, getting the volume data to a float point information. I use that to control the whitewater source. Hip attached. pfm_to_ww_control.hip 2 Quote Link to comment Share on other sites More sharing options...
Jebbel Posted February 23, 2021 Share Posted February 23, 2021 Hi Ryan, I feel your frustration and I too have many questions that remain unanswered. Not much we can do about it unless more people get into it I'm afraid. Just here to say a maassive thank you for sharing your file Quote Link to comment Share on other sites More sharing options...
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