How to use whitewater with deformed ocean only (no FLIP sim)?

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In the Houdini 17 Launch Presentation video https://vimeo.com/293116223 [vimeo.com] at around 1:20:00, Scott Keating briefly shows and mentions using the whitewater solver for spray and foam with only a deformed ocean surface (no underlying FLIP sim needed). I can't seem to find anything on how to actually do this in Houdini 17. The whitewater nodes and shelf tool still expect a FLIP sim. Can anyone point to what I am missing?

Thanks in advance.
Edited by kemijo - Feb. 25, 2019 17:34:34
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Hi,
There is probably a much better way to do that, but an alternative is to use a pop solver with the pop fluid node.
(scene file attached, cache the filecache node for more speed.

Attachments:
sop_ocean_collision_02.hipnc (2.6 MB)
whitewater.png (602.8 KB)

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Hi,
Well the whitewater solver just takes the surface and velocity field from the flip simulation both of which can be generated by the Ocean Evaluate node from an Ocean Spectrum. So just can probably use that everywhere the Whitewater solver requires input volumes and it should work just fine.
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Excellent technique fadjo! It worked perfectly with the scene I had to work in. Pop fluids are able to do some miraculous things
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