I have a procedural ocean with a masked flip sim surface and I want to add the vorticity attribute the geometry on top of the ocean shader mixing it and also I want that as a AOV, I tried with the conventional workflow adding the geometry property value mtlx with the vorticity attribute but I don't see it on the surface as I render.
Am I missing something?
Thanks.
Ocean procedural and vorticity point attribute on the shader
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- mzigaib
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- Tanto
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By diving into the Ocean Procedural, you have access to the material it uses. You should be able to use the vorticity primvar in the shader using USD Primvar Reader. In Karma Render Settings/Image Output/AOVs(Render Vars)/Extra Render Vars, you should also be able to easily output your vorticity as an AOV with source type set to Primvar.
Edited by Tanto - 今日 11:43:30
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- mzigaib
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Thanks for the reply.
I Already did that and nothing happens.
The baseline.
The thing is that I did a sim in a patch in the center of the ocean so I manually created a mask using the particle fluid mask node to create my masked spectrum so now I have a ocean that does not affect that part of the sim, so far so good.
Everything inside that masked area is affected by it including the displacement, waves and even foam particles which makes sense so now I am trying to figure a way to include my vorticity attribute on that area.
I also tried with a unmasked spectrum bringing a point attribute from the surface but it does not work it seems that those attributes need to come with the spectra somehow but I am not sure how to do it.
I hope I am making sense.

I want my vorticity to show up on the masked area with my foam particles if it is possible.
I Already did that and nothing happens.
The baseline.
The thing is that I did a sim in a patch in the center of the ocean so I manually created a mask using the particle fluid mask node to create my masked spectrum so now I have a ocean that does not affect that part of the sim, so far so good.
Everything inside that masked area is affected by it including the displacement, waves and even foam particles which makes sense so now I am trying to figure a way to include my vorticity attribute on that area.
I also tried with a unmasked spectrum bringing a point attribute from the surface but it does not work it seems that those attributes need to come with the spectra somehow but I am not sure how to do it.
I hope I am making sense.
I want my vorticity to show up on the masked area with my foam particles if it is possible.
Edited by mzigaib - 今日 12:16:33
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- Heileif
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Here is a example file of it working.
The shader that comes with the Ocean Procedural did not work out of the box with the Karma AOV node, so I made a Extra Render Var inside the Karma Render Settings node instead.
But the ocean shader does pickup the vorticity attribute from the mesh, so you can use it as you want.
Do you see the primvars:vorticity attribute on your mesh in Solaris?
In my test scene I only needed to turn on this in the Flip Solver, Particle Motion>Vorticity>Add Vorticity Attribute and it worked.
The shader that comes with the Ocean Procedural did not work out of the box with the Karma AOV node, so I made a Extra Render Var inside the Karma Render Settings node instead.
But the ocean shader does pickup the vorticity attribute from the mesh, so you can use it as you want.
Do you see the primvars:vorticity attribute on your mesh in Solaris?
In my test scene I only needed to turn on this in the Flip Solver, Particle Motion>Vorticity>Add Vorticity Attribute and it worked.
Edited by Heileif - 今日 12:49:18
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- mzigaib
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- mzigaib
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- Heileif
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mzigaib
Oh I see you created another shader and the added the AOV, I understand.
I was just looking for a workflow to use the same ocean shader and spectra but I think maybe that is the way.
The extra shader was just for debugging, the original shader works to.
Extra Render Var inside the Karma Render Settings node handles the vorticity AOV.
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