art3mis Posted August 26, 2017 Share Posted August 26, 2017 (edited) Hi Gone thru the excellent master class on the new Ocean tools in H16. https://www.sidefx.com/tutorials/houdini-16-ocean-tools/ At roughly 1:18:40 in the process of baking texture maps is discussed for rendering in another application. In my case I want to generate a FBX with texture maps for use in either Unreal or Unity. The baking texture maps process I understand but am confused about how to properly output the mesh so that it seamlessly loops. In the attached .hip i have a simple 240 frame scene using the Small Ocean tool. In the Ocean Spectrum node I have enabled Loop Over Time and the loop period is 10(seconds). Doesn't this mean that a 240 frame sequence running at 24 fps should loop seamlessly? But when I play back in the timeline with looping enabled there is always a noticeable "jump" when I go from frame 240 to frame 1. What am I doing wrong? ocean_sim1.hiplc Edited August 26, 2017 by art3mis Quote Link to comment Share on other sites More sharing options...
Thomas Helzle Posted August 26, 2017 Share Posted August 26, 2017 Didn't look at your scene but I had the same problem and it was because of the noise that is added by default. Disable that and it loops perfectly. Cheers, Tom Quote Link to comment Share on other sites More sharing options...
art3mis Posted August 26, 2017 Author Share Posted August 26, 2017 Thanks Tom Quote Link to comment Share on other sites More sharing options...
papsphilip Posted August 22, 2021 Share Posted August 22, 2021 i am kind of late on this thread but if you mean the Add noise under the Mask tab, mine if turned off and its still not looping Quote Link to comment Share on other sites More sharing options...
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