[Sidefx-houdini-list] Ocean Surface - displacement to camera
gary at corestudio.com
Tue Feb 16 15:38:09 EST 2016
Cool, thanks Dave. I’ve had a few of those moments, and i totally get why I’ll get more. It’s just doing the grunt work to learn at this point. btw, where would you suggest going for a ground up understanding of VOPs?
Gary Jaeger // Core Studio
249 Princeton Avenue
Half Moon Bay, CA 94019
> On Feb 16, 2016, at 12:35 PM, dave brown <dayvbrown at gmail.com> wrote:
> Hi Gary,
> 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 <mailto: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/> <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.
>>> 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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>>>> Sidefx-houdini-list at sidefx.com
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