[Sidefx-houdini-list] Ocean Surface - displacement to camera

François Duchesneau sidefx at trinix.ca
Mon Feb 15 11:35:05 EST 2016

I'm currently working on an ocean setup as well. I render in Arnold but 
the logic should be the same in Mantra.

What I do is I have a digital asset I made that simply deforms an 
incoming from the ocean evaluate. By the way my preview grid compresses 
the polygons closer to the camera to get details in front and not worry 
to much about the horizon.

 From this asset I apply different procedural noise to mix, multiply etc 
different ocean spectrums via the ocean evaluate. I use this same 
digital asset to generate reveal or influence maps that matches the ones 
I've got in my previews. Than at render time I just multiply the vector 
displacement by those maps with the same logic I did in the hda.

In your case since you want to have control on your multiplier map, you 
can make one in vop based on whatever rule you decide and bake the map 
out of that.

Hope this help


On 02/15/2016 11:04 AM, Gary Jaeger wrote:
> Hello. I’m playing around with the Ocean Waves shelf tool. I need to be down low, with fairly large waves. Works great, and I have a look that I’m dialing in, but what I need to do is control the height of the waves as they get close to the camera. Imagine a low camera looking across the ocean. I just want to fake the height close to camera so I don’t get huge swells rolling past. Not reality, but that’s ok. In maya for instance I might take a gradient and layer it up so that white = some negative multiplier and black = whatever the node is generating. Doesn’t have to be that, but some way that I can visually adjust and control the ocean surface.
> Any body point a noob in the right direction? thanks!
> Gary Jaeger // Core Studio
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