Houdini 17.5 Ocean Flat Tank + White Water Tutorial

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You can download this ship for free from turbosquid.com, Thanks to Shprott for uploading this. I uploaded this houdini project for a quick start. Link in description below. Merge Ship model to the scene. Group the fabric points. Add mountain SOP with $FF expression in time. Rescale with transform. Add Materials to the ship Subdivide for a more smooth model. Use this for render. Send low detail model out for simulation. Create a Null then add some Expression to make the Ship run and have some wiggle. Create another Null for tracking camera to the ship, Copy translate expression then link it with the camera. Now we have everything ready for the simulation. Select Ocean Flat tank from shelf tool, choose the ship model then press enter. Adjust the container size for the water. Go to AutoDopNetwork, Adjust Particle Separation to get more detail. Go to flattank_fluid. Save caches for the water simulation particles. Decrease Advection CFL for more detail. Don't forget to choose Load from disk. Save the compressed cache voxel to use in surface meshing. Go to Flattank_fluid_extended This step will bring the voxel cache to mesh the water surface. Adjust the values at particlefluidsurface node. Regions use to create the extension of the ocean surface from simulations area to infinite. Flatten Distance use for blending the simulation surface with the extension surface. Increase this value for better smooth blending. Extrude distance for how far of the extension surface you need. Create a File Cache node to cache the water surface mesh. Adjust the ocean surface texture at the oceanspectrum node. Save the ocean spectrum caches at bake_spectra node. ( Ocean material will bring this spectrum data to use in displacement ) Save the ocean spectrum mask caches at bake_mask node. Go to flattank_fluid_interior then change the object_merge path to the render node from flattank_fluid_extension. Add some lighting for the test render. Change the simulation object to the rendering object. Get inside AutoDopNetwork to create the white water simulation. Select Whitewater from shelf tool. Crop select the water flip object then press enter. Adjust Whitewater scale here. Go to AutoDopNetwork. It will have 2 new SOP nodes for whitewater simulation. whitewater_source SOP uses to simulate the position that whitewater happen. Save the cache files at whitewatersource_cache. whitewater_import SOP uses to cache the particles simulation of the white water. Save caches at import_whitewater node. Create a geometry for render out the whitewater. Name it whitewater_render. Object Merge then select the render node from whitewater_import SOP. At the render tab, change material to whitewater. Preview with Flipbook. Add Shading Depth (Pz) in Extra Image Planes (Use for ZDefocus later in Nuke). Test Render Don't worry about red text warning in Render View tab. It's not affect anything to your scene ( I thought It's a bug.) Go to whitewater_import SOP. Select Velocity Blur at rasterize_density node. Open Velocity Blur at whitewater_render Sampling tab. Tweak the material to whatever you want. Match Whitewater Shutter Time to the camera Shutter Time. Everything sets. Ready for the final render.
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Channel: Chayawat Pornratpan
Views: 24,697
Rating: 4.8433418 out of 5
Keywords: Houdini, Ocean Flat Tank, White Water, Tutorial, Flip
Id: Ve-IeWo9nqY
Channel Id: undefined
Length: 19min 16sec (1156 seconds)
Published: Sun Jul 07 2019
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