I have a procedural ocean with a masked flip sim surface and I want to add the vorticity attribute the geometry on top of the ocean shader mixing it and also I want that as a AOV, I tried with the conventional workflow adding the geometry property value mtlx with the vorticity attribute but I don't see it on the surface as I render.
Am I missing something?
Thanks.
Ocean procedural and vorticity point attribute on the shader
150 4 2-
- mzigaib
- Member
- 1033 posts
- Joined: April 2008
- Online
-
- mzigaib
- Member
- 1033 posts
- Joined: April 2008
- Online
-
- Heileif
- Member
- 292 posts
- Joined: Jan. 2015
- Offline
-
- Tanto
- Member
- 546 posts
- Joined: Nov. 2016
- Offline
By diving into the Ocean Procedural, you have access to the material it uses. You should be able to use the vorticity primvar in the shader using USD Primvar Reader. In Karma Render Settings/Image Output/AOVs(Render Vars)/Extra Render Vars, you should also be able to easily output your vorticity as an AOV with source type set to Primvar.
Edited by Tanto - today 11:43:30
-
- mzigaib
- Member
- 1033 posts
- Joined: April 2008
- Online
Thanks for the reply.
I Already did that and nothing happens.
The baseline.
The thing is that I did a sim in a patch in the center of the ocean so I manually created a mask using the particle fluid mask node to create my masked spectrum so now I have a ocean that does not affect that part of the sim, so far so good.
Everything inside that masked area is affected by it including the displacement, waves and even foam particles which makes sense so now I am trying to figure a way to include my vorticity attribute on that area.
I also tried with a unmasked spectrum bringing a point attribute from the surface but it does not work it seems that those attributes need to come with the spectra somehow but I am not sure how to do it.
I hope I am making sense.
I Already did that and nothing happens.
The baseline.
The thing is that I did a sim in a patch in the center of the ocean so I manually created a mask using the particle fluid mask node to create my masked spectrum so now I have a ocean that does not affect that part of the sim, so far so good.
Everything inside that masked area is affected by it including the displacement, waves and even foam particles which makes sense so now I am trying to figure a way to include my vorticity attribute on that area.
I also tried with a unmasked spectrum bringing a point attribute from the surface but it does not work it seems that those attributes need to come with the spectra somehow but I am not sure how to do it.
I hope I am making sense.
Edited by mzigaib - today 11:54:21
-
- Quick Links


