Jump to content

Exporting Small Ocean as seamless looping FBX


art3mis

Recommended Posts

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?

OceanSpectrum_loop.png

ocean_sim1.hiplc

Edited by art3mis
Link to comment
Share on other sites

  • 3 years later...

Join the conversation

You can post now and register later. If you have an account, sign in now to post with your account.
Note: Your post will require moderator approval before it will be visible.

Guest
Reply to this topic...

×   Pasted as rich text.   Paste as plain text instead

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.

×
×
  • Create New...