Recent Forum Posts
Mantra - Visualising vops from inside material Oct. 6, 2018, 8:42 a.m.
When developing a material at the top level /mat context I really like being able to drag any vop onto the ipr and see it displayed as a temp material on the object. However once you collapse the shader nodes into a material you're no longer able to do this. Unless i'm mistaken?
beach tank & ocean spectrum Sept. 17, 2018, 11:45 a.m.
I'm thinking about doing this as well, did you find a good method? The guided ocean setup works well for flat oceans but not for extending a flip sim on a beach..
Houdini 16 Extended Ocean - Displacement Baking Sept. 13, 2018, 4:19 a.m.
Yes, using the Bake All Displacements to One Layer option on the Export to Texture tab of OceanEvaluate
It seems that when baking maps the ocean evaluate writes out the maps directly from the volumes? So are you not able to bake the displacement to geo with custom UVs (not just from a planar project)?
Do you have any examples of using the ocean tools with already deformed geometry? I'm creating a huge wave and want to apply ocean displacement on top, however my problem is:
- if I create my ocean, then bake out my vector displacement, then bend it into a huge wave, the vector displacement is now in the wrong space so the geo displaced at render time won't match my geo in SOPs (which is obviously an issue when doing spray/mist etc)
- I could bend deform my geo first then add the ocean displacement (using wave instancing to orient them correctly on the huge wave), however ocean evaluate doesn't seem to work correctly when using already deformed geo, I think it expects a flat grid.. Especially if there is an overhang in the geo I get some really strange results (i'm guessing because of the wave it samples the 2D volumes..)
Is there a way I can convert the world space vector displacement from the ocean evaluate into a tangent space displacement? That way (I think) if I deform the geo afterwards it will still be in the correct space..?