Houdini 18 Boat in the ocean

  Рет қаралды 10,098

Hristo Velev

Hristo Velev

Күн бұрын

Пікірлер: 30
3 ай бұрын
Very nice setup, thanks a lot for sharing! And here I was trying to animate my ships by hand :'D
@ganjarcia
@ganjarcia 4 жыл бұрын
Very nice and controlled, gonna try this on my next R&D
@ronaldodeleon9946
@ronaldodeleon9946 4 жыл бұрын
Thank you so much.
@notskinner2304
@notskinner2304 4 жыл бұрын
wow I tried boat simulation on waves before but was not getting satisfying result. I was using ocean guide tool to create flip sim and use feedback scale of the fluid to simulate the boat with some initial velocity. But it was getting drowned often. Thank you some much for sharing this method.
@davorkronja4594
@davorkronja4594 4 жыл бұрын
Thanks for this tip.
@mohanpugaz
@mohanpugaz 4 жыл бұрын
Nice one mate.. I never knew sop guide. Thank you so much
@privateportall
@privateportall 4 жыл бұрын
very nice! props :)
@StephaneSOUBIRAN
@StephaneSOUBIRAN 4 жыл бұрын
waow, merci !!!
@_clicktac_
@_clicktac_ 4 жыл бұрын
thank you! do more videos, please!
@elliotchristian1717
@elliotchristian1717 4 жыл бұрын
Hello Hristo, Thanks a lot for posting this tutorial. I'm trying to follow along and many aspects are working as you demonstrate, but I've run into two snags I'm wondering if you could please help clarify. First, around 7:35 you show inside the popvop that the file pin of the intersect node is connected to OpInput2 of geometryvopglobal1 - I assume this is the channel through which you are passing the water surface geometry for the ray cast to collide against, but when I make the same connection, my boat is falling out of the scene as though all the raycasts are failing. I have tested replacing the intersect and distance check with a simple test against P.y and in that case the boat successfully 'floats' on the x/z plane. Could you please elaborate on the method to pass the water surface geometry into the dopnet so that it is accessible to the popvop? Second, with my boat floating on x/z, after about 90 frames of animation, my constraints become unstable, and my boat begins to fold in on itself. Do you have any suggestions as to what I might have missed to ensure the constraints remain rigid over time? Thanks so much in advance for any assistance you can provide!
@HristoVelev
@HristoVelev 4 жыл бұрын
Elliot Christian first about the input - I think I show this too, in the VOP node, there's an inputs tab, and you can pick a SOP to assign to input 2, that's where I do it. About the constraints getting messed up - use the hard constraint, and increase time steps to see if that helps
@elliotchristian1717
@elliotchristian1717 4 жыл бұрын
@@HristoVelev Thanks for the additional tips. It's working solid now!
@corinaodin
@corinaodin 3 жыл бұрын
Hello! Thank you so much for your tutorial. I tried to alter your setup in order to use another ship, but I keep having problems with the exploded pieces drifting apart in the simulation. Any ideas what I might have to change?
@corinaodin
@corinaodin 3 жыл бұрын
Oh, I adjusted the density of the points without changing the connectadjacentpieces! Now it works!
@3dforever717
@3dforever717 Жыл бұрын
Hi! Very nice tuto, but I've some issues after the simulation... When I transfer with the "transformpieces" my original mesh start to deform itself after some dozens of frames! Have you some idea to avoid that? Please! 🙏🙏
@HristoVelev
@HristoVelev Жыл бұрын
The cool thing about a setup like this is that it allows the rig to bend, the render boat could also bend if you transfer the animation using a point deform. If you don't want it to deform you can make it stiff enough, give the pieces some constraints that would also make it stiffer, or use another method that is simpler - with a triangle at the base of the boat that you ocean deform, and then get normal of that, centroid, and up vector that you choose. Then you can copy to points the boat using that data. This is simple and fast, though not as fancy :)
@3dforever717
@3dforever717 Жыл бұрын
@@HristoVelev Thank you so much for your answer ! I'll try this after my holiday break... And Merry Christmas ! 😁🎄😉
@HristoVelev
@HristoVelev Жыл бұрын
@@3dforever717 Merry Christmas to you too :)
@danielcrisreinert1
@danielcrisreinert1 4 жыл бұрын
hey man! How can i apply my own boat 3d model, to the scene file i got from you? I'm a beginner at Houdini, btw.
@HristoVelev
@HristoVelev 4 жыл бұрын
Daniel Cris Reinert figure out how it works and then you'll be able to change it to anything
@rolferikson585
@rolferikson585 4 жыл бұрын
From where dig you get the boat?
@HristoVelev
@HristoVelev 4 жыл бұрын
www.turbosquid.com/3d-models/passenger-boat-3d-model-1354591
@Paulx3d
@Paulx3d 3 жыл бұрын
Hey ! very nice tutorial ! I was just wandering how you could keyframe the boat so it can move on the ocean rather than staying in the center of the world ?
@Paulx3d
@Paulx3d 3 жыл бұрын
I tried with a tranform node in various places but none gave me good results
@HristoVelev
@HristoVelev 3 жыл бұрын
You can apply a force to add motion to a direction
@Paulx3d
@Paulx3d 3 жыл бұрын
@@HristoVelev that's what I did, but is there a way to keyframe the "path" of the boat and then sim it like you did to add the "waves related movement" ?
@HristoVelev
@HristoVelev 3 жыл бұрын
@@Paulx3d if you think about it - controlling it fully would need to remove the simulation. There is another approach you might try - get a bounding triangle of the boat, apply your animation and ocean evaluate to it, and then replace that with the boat
@Paulx3d
@Paulx3d 3 жыл бұрын
@@HristoVelev thanks ! I will try that
@elyseresseguie8680
@elyseresseguie8680 Жыл бұрын
My boat keeps capsizing :(
@HristoVelev
@HristoVelev Жыл бұрын
You might try making the collision geometry a bit wider
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