Render Extended Ocean Using Redshift

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Hi,
Can anyone help me rendering my extended ocean with flip sim in the center with redshift please?
I've follow the Houdini 16 Masterclass, everything is ready, (fluid mesh, baked maps…)but now I'm having difficulties render the displacement. My fluid mesh in the center is all bulgy and magnified.

I have found a thread on how to fix this, but I admit I don't understand how to make it work
Particle Fluid Surface” create a mesh that is displaced in the center and flattened around the FLIP sim. If you apply a displacement map to the fluid mesh, the center part of the mesh inflates too much. So just use the attribute create inside “particlefluidmask” that is called “mask”. This attribute is 1 in the center and 0 in the flat part of the fluid surface. Through Point VOP just make a complement of this attribute, so you have 0 in center and 1 in the flat part. Then use this new attribute as “user scalar” inside the Redshift Material Node and multiply the displacement by this attribute. So you will have the displacement applied only on the flat part of the mesh, while the center part will have the original geo displacement.


If someone had the kindness to guide me though if you've ever done it, thanks a lot.
R.

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did you ever figure out how to do this?
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a year later, did you find a way?
https://www.youtube.com/channel/UC4NQi8wpYUbR9wLolfHrZVA [www.youtube.com]
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AhmedHindy
a year later, did you find a way?
yeah i got it work but unfortunately i dont have any scenefiles where i used it. I can try to check it again some day if i have a time.
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So just use the attribute create inside “particlefluidmask” that is called “mask”. This attribute is 1 in the center and 0 in the flat part of the fluid surface. Through Point VOP just make a complement of this attribute, so you have 0 in center and 1 in the flat part. Then use this new attribute as “user scalar” inside the Redshift Material Node and multiply the displacement by this attribute. So you will have the displacement applied only on the flat part of the mesh, while the center part will have the original geo displacement.

is this the magic trick? multiplying displacement by zero? how would you "delete" the overlaying flat grid in the FLIP area?
https://www.youtube.com/channel/UC4NQi8wpYUbR9wLolfHrZVA [www.youtube.com]
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also how do you apply displacement to the flat area if you dont have uv? do you create them on the mesh every frame? how do they match with the ocean uv so you dont have conflicting waves?
https://www.youtube.com/channel/UC4NQi8wpYUbR9wLolfHrZVA [www.youtube.com]
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So I tried this with wave tank and ocean (shelf tools) I used 2+2+1 spectrum (large,mid,small) and same texture for both ocean and wave tank polygon. Then I used this tool https://www.sidefx.com/docs/houdini/nodes/sop/particlefluidmask.html [www.sidefx.com] to mask areas where I wanted a displacement.

https://vimeo.com/manage/videos/611116275 [vimeo.com]
Edited by mihatsu - Sept. 21, 2021 18:05:17
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