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

Alex Czetwertynski disciple1 at gmail.com
Tue Feb 16 21:41:32 EST 2016


One source that is also great for VOPs and H in general is Kim Goosen's
YouTube channel called procedural modeling.

Alex

On Tue, Feb 16, 2016, 6:55 PM Matthew Hanger <hanger.matthew at gmail.com>
wrote:

> I'd second everything Dave is saying, but I'd also give a shout out to
> Rohan Dalvi who does a lot of really great project-based tutorials at very
> affordable prices! I've certainly learnt a lot from these!
>
> http://www.rohandalvi.net/store/
>
> In the free section of the website he's even made a 3-part series on
> constructing gradient ramps which contains a few good nuggets of info and
> is probably a good-diving in points for VOPs.
>
>
> *Matthew*HANGER |  *VFX Artist *
> M 0405 138 898
> E hanger.matthew at gmail.com
> W matthewhanger.com
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> On Wed, Feb 17, 2016 at 6:52 AM, dave brown <dayvbrown at gmail.com> wrote:
>
> > No worries!
> >
> > I'm not sure how up to date they are but the fundamentals of the videos
> by
> > Peter Quint will still be relevant and definitely worth a watch.
> >
> > Cmivfx has some really great ones in their hip tricks series, as well as
> > some more recent videos. A subscription is the best bet here, not cheap
> but
> > if you're learning it's worth it.
> >
> > "Go procedural" on vimeo has a nice range as well including some more in
> > depth master-classes.
> >
> > Hmmm I know there's some I've forgotten but if I think I'll add them to
> the
> > list.
> >
> > Also make sure you're on odforce, you can get a lot of really great help
> > and example files there.
> >
> > Cheers,
> >
> > Dave
> >
> > On Wed, 17 Feb 2016 7:38 am Gary Jaeger <gary at corestudio.com> wrote:
> >
> > > 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
> > > 650.728.7957 (direct)
> > > 650.728.7060 (main)
> > > http://corestudio.com <http://corestudio.com/>
> > > > 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.
> > > >
> > > > Cheers,
> > > >
> > > > Dave.
> > > >
> > > > 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
> > > >> through.
> > > >>
> > > >> 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.
> > > >>>
> > > >>> Cheers!
> > > >>> steven
> > > >>>
> > > >>>
> > > >>> On 02/15/2016 08:04, 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
> > > >>>> 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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> > > >>>>
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