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Thread: Realistic Waves

  1. #1
    Registered User 3dhotshot's Avatar
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    Realistic Waves

    Hi everyone, I have been playing with Houdini Ocean Toolkit for Lightwave and here is some of my results.
    This also works well with endomorphs to create bigger more realistic waves. I think this has alot more potential.

    Click image for larger version. 

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    Is it possible to add hypervoxels to a surface of an object but not the entire object ?
    Last edited by 3dhotshot; 06-22-2018 at 12:12 PM.

  2. #2
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    Some very nice looking water. Is this in LW2015 or 2018?

  3. #3
    I tried once to add HV's to a water surface and limited the appearance by way of some nulls, it moved up and down with the wave motion ok but when I tried to add an animated texture to match one already applied to the water surface it would not move as expected or match the textures movement, this was some years ago and it is difficult to remember exactly why.

  4. #4
    Registered User 3dhotshot's Avatar
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    Hi yes thanks Schmidt, this is 2015.3 version. I was lucky out of the studio so had nothing to do and spend the day playing in Lightwave. here are some other views of the wave test - still testing stuff particle effects for thick dripping foam and spray off effect when I figure it out i guess.

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    thanks gerry for that tip my thoughts will be the simplest way to the most realistic effect - lighting here is a jpeg file and default light.
    textures of google images some bump layer and some reflection
    Last edited by 3dhotshot; 06-22-2018 at 05:40 PM.

  5. #5
    Registered User ianr's Avatar
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    how do they move in animation?

    The statics look really good!

  6. #6
    Registered User 3dhotshot's Avatar
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    here is the animation in texture mode .... https://vimeo.com/276630480

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    Registered User ianr's Avatar
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    If you can get a procedural UV'ed on stretched on over time,like in Houdini .
    The major white caps need to need ramped on an envelope to show then
    fade out. Some emitters for Particles for fine spray nulled to those white caps.
    Maybe HyperVoxeled foam let gone from the wave cresting, again enveloped
    to show fade. You will probably need much ram I remember some boutiques
    in the past have done this with 'Naiad'-which was a good solver for storm seas.

    Good Luck keep at it!
    Last edited by ianr; 06-25-2018 at 08:18 AM.

  8. #8
    Registered User 3dhotshot's Avatar
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    thanks for that yes i am still exploring stuff ... cheers

  9. #9
    RETROGRADER prometheus's Avatar
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    Quote Originally Posted by 3dhotshot View Post
    Hi everyone, I have been playing with Houdini Ocean Toolkit for Lightwave and here is some of my results.
    This also works well with endomorphs to create bigger more realistic waves. I think this has alot more potential.

    Click image for larger version. 

Name:	C5c.jpg 
Views:	116 
Size:	214.9 KB 
ID:	142007

    Click image for larger version. 

Name:	C1.jpg 
Views:	103 
Size:	175.1 KB 
ID:	142008

    Click image for larger version. 

Name:	HV Wave Foam 1.jpg 
Views:	111 
Size:	218.5 KB 
ID:	142009

    Is it possible to add hypervoxels to a surface of an object but not the entire object ?
    Yes, two-three ways as I know of..

    • Add particles to your object, use procedural textures or an image textures within the particles birth rate.


    • Weight paint in modeler the area you want hypervoxels on, this requires the mesh object to at least have a decent amount of polys to apply weight paint on, once back in the objects properties tab, you need to apply hv deform I think and activate weight map from there, will get back on that...and then you need to add a gradient in the hypervoxels density tab, this will allow you to add hypervoxels with a density applied derived from the weight paint, good for moss and such.


    • Add points to your object and apply hypervoxels on that.

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