I was just looking for Houdini tutorials to start 3d overall. Seeing so many people appreciate the simpleness makes me wanna comment the video for the sake of activity. I'm about to start from the very first lesson, I've already looked some just to check if it's worth it. Seeing this channel updated motivates me to start even more. Please keep up
Thank you so much! I was pulling my hair out a couple weeks ago trying to get an ocean to render in Karma. Had no idea that you had to use the Houdini Preview Procedurals node to get it to show up in the viewport.
Hi there, great videos! Do you maybe have one on making a beach type of wave? My other question is with forces / gravity - can you direct the fluid to a point? The reason I ask, is I have tried - Unreal Fluid Flux 2.2; Blender Flip Fluids and Phoenix to make an ocean splitting - ie: Moses opening the sea? However, I would like to make it look more real :)
Thankyou soo much for this video. This is helping me a lot !!!. I have a small doubt, I am doing a shot where there is a huge wave and a boat riding up that wave (it was animated based on the spectrum mesh provided). When doing flip sim(I am using new flip solver to do the shot), I have a hard time making the water stick to ocean spectrum and it ends up crashing down on the boat. Is there anyway to solve that problem ????
@@shadownukegamz1794 has far as ik there are couple of methods. The one I use the most is to combine them in comp. We cam make a mask around flip sim and blend them together.
Has something about these nodes changed in a version since this video was recorded? When I plug in my ocean evaluate using the same default settings as you show here, applied to a grid with the same settings my displacement is completely out of control broken and clipping into itself. If I lower amplitude by a factor of 10 it starts to look normal- but your playback looks like its almost realtime and mine takes a good 10 seconds to calculate each individual frame. (Definitely not a hardware issue)
There are several just flat areas showing in the render preview. Like small fully flat puddles an Y=0. Any idea how to avoid those? Your input would be greatly appreciated.
Hey, is this happening after your Suppression Noise is activated? If so, adjust the minimum output range under the noise options. Basically, a value of 0 to 1, allows some areas to be completely flat ie. 0 × amplitude = 0. If that doesn't fix it, ensure that you have enough wave scatter points to avoid any deadzone areas which don't have waves applied to them.
Hey, it's unlikely to be your computer specs, it seems good enough. I'd recommend installing the latest version of Houdini 20 using the Houdini Launcher (uninstall your current version). It may be an issue with the production build that you have. If you still have an issue, let me know.
You might not be getting very many views on these videos, but those of us who watch them appreciate them immensely. Thank you.
True that!
Would get more views if it covered Blender.
Very true ❤
@@gregorybennings8718 Blender is crap compared to Houdini!
You are such a gem for the community can't thank you enough!!
These are the best tutorials I've ever seen for any program.
I was just looking for Houdini tutorials to start 3d overall. Seeing so many people appreciate the simpleness makes me wanna comment the video for the sake of activity. I'm about to start from the very first lesson, I've already looked some just to check if it's worth it. Seeing this channel updated motivates me to start even more. Please keep up
Only 28mins for these tons of information...superb.
Im highly antcipating the next tuturial your videos are actual gold
Thanks for a concise, informative presentation.
Thank you so much! I was pulling my hair out a couple weeks ago trying to get an ocean to render in Karma. Had no idea that you had to use the Houdini Preview Procedurals node to get it to show up in the viewport.
Just needed this tutorial, thank you
The next one is here! 🔥
Thank you!!
Hi there, great videos! Do you maybe have one on making a beach type of wave? My other question is with forces / gravity - can you direct the fluid to a point? The reason I ask, is I have tried - Unreal Fluid Flux 2.2; Blender Flip Fluids and Phoenix to make an ocean splitting - ie: Moses opening the sea? However, I would like to make it look more real :)
Thankyou soo much for this video. This is helping me a lot !!!. I have a small doubt, I am doing a shot where there is a huge wave and a boat riding up that wave (it was animated based on the spectrum mesh provided). When doing flip sim(I am using new flip solver to do the shot), I have a hard time making the water stick to ocean spectrum and it ends up crashing down on the boat. Is there anyway to solve that problem ????
you know how to combine oceon spectrum and water sims together?
@@shadownukegamz1794 has far as ik there are couple of methods. The one I use the most is to combine them in comp. We cam make a mask around flip sim and blend them together.
❤
Nice one..♥
Has something about these nodes changed in a version since this video was recorded? When I plug in my ocean evaluate using the same default settings as you show here, applied to a grid with the same settings my displacement is completely out of control broken and clipping into itself. If I lower amplitude by a factor of 10 it starts to look normal- but your playback looks like its almost realtime and mine takes a good 10 seconds to calculate each individual frame. (Definitely not a hardware issue)
Will you ever be covering multiple methods of UVing flip fluids? This is something I have already greatly struggled with.
Is it possible to render whitewater in karma xpu h20?
Hello, let me ask. First, karma XPU supports the ocean rendered by this method.
sir create a video on how to create best portfolio on Houdini to impress interviewer
Please make some beginner friendly energy and magic fx tutorial
Houdini procedural isn't coming up as an option on the stage level, I have Houdini 19.5 education edition, will this affect this?
nvm i just used karmaocean node
There are several just flat areas showing in the render preview. Like small fully flat puddles an Y=0. Any idea how to avoid those? Your input would be greatly appreciated.
Hey, is this happening after your Suppression Noise is activated? If so, adjust the minimum output range under the noise options. Basically, a value of 0 to 1, allows some areas to be completely flat ie. 0 × amplitude = 0. If that doesn't fix it, ensure that you have enough wave scatter points to avoid any deadzone areas which don't have waves applied to them.
@@NineBetween Aaah perfect. It was the minimum output range! 😍 Thank you so much.
Bro using pc spec@@NineBetween
sir, my Houdini 20 continuously crashing on startup, do you have any solution?
my system - i9 14 gen, RTX 4070, 32gb ram
Hey, it's unlikely to be your computer specs, it seems good enough. I'd recommend installing the latest version of Houdini 20 using the Houdini Launcher (uninstall your current version). It may be an issue with the production build that you have. If you still have an issue, let me know.
Tutorials nowadays are so generic.
This shader doesn't permit us to control the displacement and sometimes the foam keeps exaggerated on render
Please consider bringing your creations to Unreal Engine, where 3D still serves a meaningful purpose.
What?