Hi everyone,
I'm wondering what the standard workflow is for handling whitewater displacement when combining a flip tank simulation with a procedural ocean setup.
My setup is:
I have an Ocean Spectrum and Ocean Evaluate setup.
The center region is a FLIP Tank simulation, initialized from the ocean spectrum/ocean surface.
An object interacts with the water inside the tank.
At render time I'm using the Houdini Ocean Procedural with a mask:
FLIP simulation in the center.
Procedural ocean generated from the spectrum outside the sim region.
The ocean extension works correctly and the render looks good.
My issue is with the whitewater.
The Whitewater Solver generates particles from the FLIP sim and everything looks correct inside the simulation domain. However, when the surface gets displaced at render time by the ocean spectrum/procedural, the whitewater remains in its original positions and no longer matches the displaced water surface, especially near the transition between the sim area and the extended ocean.
It seems like the whitewater would also need to receive the same ocean displacement (respecting the mask) so that it stays aligned with the rendered water surface.
What is the typical production workflow for this?
Do people displace the whitewater particles at render time using the same ocean spectrum?
Is there a standard SOP setup to apply the ocean displacement to the whitewater points?
How do you handle the masking/blending between the simulated region and the procedural ocean region?
Is there a recommended workflow from SideFX for this common FLIP + extended ocean setup?
This feels like a fairly common use case, so I'm curious how others solve it.
Thanks!
whitewater to ocean procedural displacement workflow
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- chf
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