[Sidefx-houdini-list] Ocean surface with flip sim
nick at nicknimble.com
Mon Jun 2 03:50:32 EDT 2014
I render the FLIP surface and the procedural ocean separately and blend
between them in comp. I've found that you need to isolate the top
surface of the FLIP mesh and blend it around the edges towards the
procedural ocean to create an invisible seamless blend. I don't know how
experienced you are in Houdini, but if this blows your mind I happen to
currently teach a Houdini course called hou211-Ocean FX at
www.fxphd.com, which tackles exactly this situation.
Nick, be Nimble
-- 2014 the year where things become clearer --
+31 622 4243 94 | www.nicknimble.com | www.facebook.com/nicknimble
On 02/06/14 04:02, François Duchesneau wrote:
> I've started to work on a project involving a boat in the middle of an
> ocean. I've seen the shelf tool allows you to have the flip simulation
> match the procedural ocean surface but the renders of each one look
> different. I can adjust the color probably but what I'm missing is the
> foam generated by the ocean surface setup, this is not part of the
> flip simulation.
> Any suggestion on how to blend these two together? I thought about
> adding an alpha attribute on the flip water. Everything that is above
> the ocean surface would be one and 0 below with some blending to make
> that smooth but I wonder if there are better solutions.
> Also if anyone has recommendations on the scale of the scene for the
> flip fluid that'd be nice. In other words, should I keep the boat not
> too big or not too small or it doesn't matter at all?
> Sidefx-houdini-list mailing list
> Sidefx-houdini-list at sidefx.com
More information about the Sidefx-houdini-list