boat guided ocean layer splashes

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just started to learn Houdini 16, no whitewater yet, i'm using ocean shelf for the startup.
setting is:
- openCL
- particle separation 2
- particle radius scale 1.2
- grid scale 1
- surface collisions
- velocity smoothing 0.05
- velocity scale 0.5
- transparency 0.5
- surface extrapolation 0.865

just wandering, how to make the splashes more natural in front of the boat? hope you guys have simple way, i tried to search some tutorial, but still complicated to me…C&C are welcome

here is the WIP01 preview



thank you
Edited by fredy - April 18, 2017 03:12:32
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I would use a lower particle separation (try 0.04) and return the grid scale back to the default of 2. Boats are not cars, they don't travel in a straight line as you have. Consider adding a simple expression to the Y-axis to allow for a bobbing effect or maybe hand animate a slight roll to rotation as the boat moves forward.

Adjust the multiplier as needed.
sin($F * 0.5)

Also disable OpenCL, it may start failing as you lower the particle separation.
Edited by Enivob - April 18, 2017 08:27:42
Using Houdini Indie 20.5
Windows 11 64GB Ryzen 16 core.
nVidia 3060RTX 12BG RAM.
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Enivob
I would use a lower particle separation (try 0.04) and return the grid scale back to the default of 2. Boats are not cars, they don't travel in a straight line as you have. Consider adding a simple expression to the Y-axis to allow for a bobbing effect or maybe hand animate a slight roll to rotation as the boat moves forward.

Adjust the multiplier as needed.
sin($F * 0.5)

Also disable OpenCL, it may start failing as you lower the particle separation.

ok, noted, gonna try now, i will post the preview later, thanks @Enivob
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looks like my scale is too big, when i tried to put particle separation to 1 my houdini become so heavy, and the amount of particle is 20 millions, maybe i tried to re-setup and adjust some settings first
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re-sim, and this is the result, i'm still not satisfied, any tips?

Edited by fredy - April 25, 2017 23:06:35
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