Hey,
I am doing a project where I am trying to get something like the picture below in Unity, with FLIP-sim done in Houdini (01.jpg). I followed this tutorial (https://youtu.be/nnujlxEoSDg) to get an ocean that then is simulated in FLIP. So far so good. But when I am trying to port this to Unity, a couple of problems arise:
1) If I use VAT I only get an unlit shader, that does not support transparency. Which seems to be bad for rendering oceans in real time. Is there a way around this?
2) If there is no way around it, are alembics the weapon of choice? If so, is there a way around those ugly holes pictured in 02.jpg? Are those holes cause by the narrow band and will be less severe if I increase the narrow band?
3) More general: How do I delete all polygons, that are not part of the surface after the particlefluidsurface-SOP?
Hopefully you have some pointers and/or ideas how to tackle the topic, thanks!
Hip-File attached as well.