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Surf's Up


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Hi,

I've started working yesterday on a wave system ala Surf's Up. It's almost completely procedural. You just pass in a grid size, amount of columns and rows and animate the wave position and the big rollers (see WaveTest2.mov) to animate the breaking of the wave. The only thing that's not totally automatic right now is the generation of the rollers, there are now always 5 of them. I think I'll need to add some Python to make that number flexible as well.

The lip-spray currently is based on upwards velocity of the water surface in combination with the height of the surface. I'm not sure if that's the best recipe although it looks fairly ok as it is now.

If I wasn't already very happy with Houdini, I am now.. I was able to create this from scratch in about 5 hours As I'm only starting to learn Houdini in ernest I couldn't be happier!

Next up:

- improve the curves for the deformation

- add the settling down of the wave

- adding the whitewater where the lip crashes into the water, and the spray that swirls around in the tube. - the probably much harder part.. shading.

- After that I might put a surfer on there and work on all the splashes and wake he/she generates.

In terms of fun, this is only a little notch below actually surfing yourself

Cheers,

Erik

http://dutcheffectsfactory.com/demoreel/WaveTest1.mov

http://dutcheffectsfactory.com/demoreel/WaveTest2.mov

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Hi Erik.

Thanks for sharing. Keep going. :) As for generating particles off from the crest of the wave, you may consider check the geometry's curvature as well. Given that such wave geometry has a drastic change in curvature, that could be the region to birth particles. Of course, you'll need to make sure you have initial forward velocity as well for your particles.

One method we (not Sony, somewhere else) used to do this by creating cross sections of the wave and blend them to create such motion, but from your video, that's a nice approach as well. :)

Cheers.

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Hi,

One method we (not Sony, somewhere else) used to do this by creating cross sections of the wave and blend them to create such motion, but from your video, that's a nice approach as well. :)

I do use blended curves that basically form a cross section of the wave for the deformation. The advantage I see in this approach is that the water surface 'slides' over the waves like in reality.

I like the idea of using curvature as well. I'll keep the height in there and possibly add a 'wind' parameter as this kind of spray only forms when the waves are high enough and there is enough weight. Using the curvature instead of the point velocity would solve some issues I currently have with getting the right selection for the particle source.

Thanks for the great input!

Cheers,

Erik

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  • 1 month later...

I got a request for the shader I use for shading the wave surface. So, I've created an OTL from it. In order to use it your surface needs to have a 'zones' attribute (point) that specifies 5 different zones (0-4) on your wave surface. You can then setup the parameters for each zone (the OTL has my current values). This way I cheaply simulate all the complex stuff like translucence without having to do complex shading logic and gives you a lot of creative control over the look of the wave.

Cheers,

Erik

OPZoneBasedWave.otl

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I've started a blog in which I'm posting updates to my project. This way I don't have to post in multiple locations (forums). So if you're interesting I invite you to take a look at: http://dvfx.dutcheffectsfactory.com

Cheers,

Erik

Erik, this is great. I was the supervisor in charge of designing the Surf's Up Waves and did a bit of the work myself. It certainly brings me back to see your tests and how well you've replicated the basic design and look, very cool. It looks like you have most of the key concepts working, I'm guessing you've already read our Siggraph presentation, but if not there's a lot of good info in there:

http://www.imageworks.com/ipax/docs/Siggraph2007SurfsUpCourseNotes.pdf

I wish we were able to build it all in Houdini. Most of it was built into maya with a lot of custom plugins, our waves needed to be animated by animators, not fx artists, at our Layout stage.. long before fx traditionally gets into the mix.

D

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Wow, that's really nice! I do have the paper, which has been a great help and inspiration (the fact that my 3 year old son watches Surf's Up virtually every day helps as well). I love that movie very much myself on many levels. Houdini is being a great environment to build this in. Just a month ago I'd never have dreamed I would be making a system like this. I've updated my blog with an animation test. Now the biggest challenge is going to be the particle systems. But standing on the shoulders of giants it must be endlessly easier to do this, so thanks for all the guys that originally had to come up with all these techniques and for that sigraph paper which was a huge help so far.

Cheers,

Erik

Erik, this is great. I was the supervisor in charge of designing the Surf's Up Waves and did a bit of the work myself. It certainly brings me back to see your tests and how well you've replicated the basic design and look, very cool. It looks like you have most of the key concepts working, I'm guessing you've already read our Siggraph presentation, but if not there's a lot of good info in there:

http://www.imageworks.com/ipax/docs/Siggraph2007SurfsUpCourseNotes.pdf

I wish we were able to build it all in Houdini. Most of it was built into maya with a lot of custom plugins, our waves needed to be animated by animators, not fx artists, at our Layout stage.. long before fx traditionally gets into the mix.

D

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Is looking good Erik.

Looking at your different render passes the one I think needs more work in the diffuse one, I think it needs more subtle details, changing the hue of the surface as seen in natural waves. Also the refraction and better traslucency (SSS will help) will improve the surface shader.

Basically for me is too solid.

The spray lacks of volume feel, probably more particle....

But the overall thing is looking really well.

Cheers

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