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

David Johnson daveinengland at gmail.com
Wed Feb 17 12:58:56 EST 2016


Another great way to learn Houdini is to open other people's .hip
files and dig through them. Since they are procedural, everything they
did is there in the file.

Dave

On 2/17/16, Edward Lam <edward at sidefx.com> wrote:
> 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
>>>
>>> This email is confidential and solely for the use of the intended
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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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>>>>>>>>> Sidefx-houdini-list at sidefx.com
>>>>>>>>> https://lists.sidefx.com:443/mailman/listinfo/sidefx-houdini-list
>>>>>>>>>
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