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

Edward Lam edward at sidefx.com
Wed Feb 17 08:32:59 EST 2016


No one has mentioned Garman Herigstad's Houdini lessons yet so I'll plug them 
even though it's done on older Houdini versions:

https://www.youtube.com/user/vizylists/playlists

-Edward

On 16/02/2016 9:41 PM, Alex Czetwertynski wrote:
> 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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