bloodfar Posted May 12, 2017 Share Posted May 12, 2017 Hello everyone, I'm beginner in water simulation and I would like some tips if it's possible. For the simulation part, I'm not in trouble for the moment, but the rendering it's another thing. I'm trying to make an ocean flip simulation of a submarine going out of water, for the ocean shader, I have something pretty good now with ocean spectra and the ocean shader of houdini 16. The problem is the whitewater, for the ocean surface (the flip mesh) I don't know how to do the white part like in the sreenshot, is it particles, or tweaking the shader with velocity or vorticity, but which parameter in the shader (refraction?) ? And for the foam, spray, bubbles , I have to render simple particles or do another thing? Thank's for your help, I want to learn water, it's very fun to do! I let the breakdown of the screenshot here Quote Link to comment Share on other sites More sharing options...
bloodfar Posted May 15, 2017 Author Share Posted May 15, 2017 up Someone Please ? Quote Link to comment Share on other sites More sharing options...
vtrvtr Posted May 15, 2017 Share Posted May 15, 2017 Did you watch the masterclasses for ocean and/or flips? Most of your question are explained there. The short version is that there's a white water solver. Quote Link to comment Share on other sites More sharing options...
bloodfar Posted May 18, 2017 Author Share Posted May 18, 2017 Yes I watched it, but he doesn't say anything about the shader of the water Quote Link to comment Share on other sites More sharing options...
mine Posted May 18, 2017 Share Posted May 18, 2017 You can watch the last pluralsight's tutorial about flip i H16. It¡s really good, and talks extensively about the rendering part Quote Link to comment Share on other sites More sharing options...
dobin Posted May 20, 2017 Share Posted May 20, 2017 I had a pretty good result in the pass converting white water particles to VDB with Volume Rasterize Points SOP. Calculate gradient with VDB analizes and use it in a volume shader to calculate reflection. You can use pbrspecular plugged to albedo and added to smoke color. On top of that add some displacement in shader for finer details. Quote Link to comment Share on other sites More sharing options...
georgeivan Posted November 14, 2018 Share Posted November 14, 2018 On 19/5/2017 at 11:41 PM, dobin said: I had a pretty good result in the pass converting white water particles to VDB with Volume Rasterize Points SOP. Calculate gradient with VDB analizes and use it in a volume shader to calculate reflection. You can use pbrspecular plugged to albedo and added to smoke color. On top of that add some displacement in shader for finer details. Hi!,can you post some small sample? Thanks! Quote Link to comment Share on other sites More sharing options...
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