[Sidefx-houdini-list] Ocean Surface - displacement to camera
dayvbrown at gmail.com
Tue Feb 16 15:35:52 EST 2016
This is something that a lot of Maya users struggle with initially,
basically ALL data flows down the tree and you use the nodes to manipulate
the parts of the data you need to.
So even if even if a node is only changing a single attribute for instance
all the remaining attributes are still flowing down they're just not being
changed at that point. So you're not so much defining which attributes are
flowing through, they all will unless you explicitly remove them.
The exception is vops which works more like what you're describing, if
you've not yet I'd recommend diving into them as soon as you can as there
you'll be able to build up a better understanding of what is going on under
the hood as well as unlock a lot more powerful tools.
At any rate best of luck and stick with it, you'll have that Aha! Moment
soon where it all falls into place.
On Wed, 17 Feb 2016 3:58 am Gary Jaeger <gary at corestudio.com> wrote:
> Thanks Steven-
> Shows how much I need to re-orient my thinking from the maya way. I was
> thinking ‘this shouldn’t be so hard. let’s see, a simple gradient… already
> stumped...’ ha well, I obviously have more reading and watching to do.
> Leaving the comfort of the shelf tools shows how much fundamental stuff I
> need to wrap my head around.
> One thing that it’s different is that I’m used to the maya node editor,
> where you’re making explicit connections with the visual pipes showing what
> you’ve done. In houdini it feels like you’re just connecting things so that
> THEN you can define which attributes are explicitly connected or flow
> Gary Jaeger // Core Studio
> 249 Princeton Avenue
> Half Moon Bay, CA 94019
> 650.728.7957 (direct)
> 650.728.7060 (main)
> http://corestudio.com <http://corestudio.com/>
> > On Feb 15, 2016, at 10:10 AM, steven ong <steve_nong at pointy.tv> wrote:
> > If it's a simple gradient, you can set up a VOP like Francois said or
> just paint with a Paint SOP and in the Ocean shader, you can use a "Bind
> VOP" to import the Cd attribute and multiply the Displacement value with it.
> > Another way to do it is to put a Metaball around the camera, connect the
> Ocean grid to the first input of the Magnet SOP and the metaball to the
> second then adjust the Y translate values to push the surface down.
> > Or select the points/prims around the camera using a Transform SOP and
> translate them down.
> > Cheers!
> > steven
> > On 02/15/2016 08:04, Gary Jaeger wrote:
> >> Hello. Iâ€™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
> Iâ€™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 donâ€™t get huge
> swells rolling past. Not reality, but thatâ€™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. Doesnâ€™t have to
> be that, but some way that I can visually adjust and control the ocean
> >> Any body point a noob in the right direction? thanks!
> >> Gary Jaeger // Core Studio
> >> 249 Princeton Avenue
> >> Half Moon Bay, CA 94019
> >> 650.728.7957 (direct)
> >> 650.728.7060 (main)
> >> http://corestudio.com <http://corestudio.com/>
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