Export seamless looping Ocean from Small Ocean tool
4504 3 2- art3mis
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Hi
Gone thru the excellent Master Class on the new Ocean tools in H16.
https://www.sidefx.com/tutorials/houdini-16-ocean-tools/ [www.sidefx.com]
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
Gone thru the excellent Master Class on the new Ocean tools in H16.
https://www.sidefx.com/tutorials/houdini-16-ocean-tools/ [www.sidefx.com]
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
Edited by art3mis - Aug. 26, 2017 14:20:42
- blackhatcg
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- joahky7
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Hi
Was wondering if I may add some comments, hope not too late.
a.) Looping - after you checked the Loop. Make sure to divide full frame of animation with your frame rate. E.g I have 600 frames with 60fps. I use $RFEND/60.
b.) One place that commonly missed with all the knobs in houdini, under Masking do not add noise if you want a clean looping. Adding noise simply randomise the surface UV.
Therefore it is a balance of randomises, which looks better or clean 100% working looping with no noise, but the repetitiveness artefact can be very obvious in a large ocean.
Hope it helps
Was wondering if I may add some comments, hope not too late.
a.) Looping - after you checked the Loop. Make sure to divide full frame of animation with your frame rate. E.g I have 600 frames with 60fps. I use $RFEND/60.
b.) One place that commonly missed with all the knobs in houdini, under Masking do not add noise if you want a clean looping. Adding noise simply randomise the surface UV.
Therefore it is a balance of randomises, which looks better or clean 100% working looping with no noise, but the repetitiveness artefact can be very obvious in a large ocean.
Hope it helps
- walleyewallace
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