Eilef Sandnæs
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Ocean procedural and vorticity point attribute on the shader Jan. 29, 2026, 3:14 p.m.
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.
Ocean procedural and vorticity point attribute on the shader Jan. 29, 2026, 12:43 p.m.
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.
Ocean procedural and vorticity point attribute on the shader Jan. 29, 2026, 11:22 a.m.
Think I did it 2 years ago on a production. But have to doublecheck.