Flip and ocean surface merge

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hello guys!!

Recently I'am working on water breaching effect in Houdini 15. And for post process I want to combine ocean grid and flip Simulations so that it looks seamless in all sense, I don't know how to do that so if anybody knows any kind of seamless method please do tell me.

looking of help!!
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Hi,
It is sort of possible. But not straigh forward at all.
I helped with the setup here: https://vimeo.com/150886395 [vimeo.com]

The issue is that the
ocean waves has a cool procedural shader that uses UV Atttributes and point velocity etc.
A wave layer tank does not have that by default.

It is quite a while ago that i did that, and looking at the old scene i cant fully figure it out what i did.

I made sure that oceanspecturm has the same values both ion the waves and in the wave layer.
And i turned on Point Velocity and UV Attributes in the ocean_render/preview (ocean evaluate) Geometry tab.
Now one issue is that the nice shader from ocean waves does displacements and ocean waves does not need displacement…
It will never 100% fit but it was good enough for us at the time.

I hope this helps. Sorry for being vague but this was over a year ago when i did that.

kind regards

Olaf





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Thank You olaf!!

I'll Definitely try your way and i'll let you know!!
just one question olaf… what if I'am using flip tank for liquid simulation and then i want to combine ocean surface and flip mesh..?

thanks in advance!!
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Hi,
the aim is to “sync” the waves from ocean surface (which are purely generated not simulated) with simulated water.
With the wave tank you have without a boad almost the same waves as with ocean surface. This gets distubed by the boat or whatever.
Ocean surce with the ocean surface shader produces foam by displacement. In a wave tank flip simulation the foam is particles.

hope this makes it a bit clearer.

kind regards

Olaf
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What about when We're making waves?
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