Gerstner waves interacting with objects

Hi,

It’s been too long since my last blog, but I guess that’s what you can expect of ‘internal’ projects, they get pushed around endlessly. Anyway, FMX was great and it was cool to see my wave tools shown as part of the Houdini Master Classes.

In the coming days I hope to post a short video walkthrough on using the wave tools to create a breaking wave animation live :).

More pyro fun; explosions

I’m doing more research on using the PyroFX tools both for a potential project and for my ‘House Meteor’ project. These require quite a lot more sophisticated simulation setups than gas flames as discussed in Pilot lights. After a few really basic test setups, I ended up creating a very simple structure within which the explosion…

Finally displacement and lip spray

Hi, Phew! It has been a LOOOOOONG time coming, but I’m finally ready to update on the new Gerstner displacement, as implemented within the breaking wave tool. Most of the time it took between the previous update (the sneak preview) had to do with a completely new addition to the displacement of the lip of…

Sneak preview

Hi, Here’s a sneak preview of the now integrated Gerstner displacement system driving ocean surface displacement, procedural lip foam texture and lip spray particle source creation. Cheers, Erik

Whitewater animation render

Just before I leave home for VFX 2009 in Amsterdam, I found that the render faery had fixed me a nice animation render (or at least most of it) so I thought I could spare some coffee time to post a little update. I did’t have time to look at a little shadowing problem I…

First white water test

I’ve just rendered a first test of my white water particle system. This currently is around 250k particles which is not by far enough to give it enough density. But still, not a bad begin. In order to generate these I used a cooky sop to extract a plane from the water surface where the…

Corrections to the last post and OTL

I had a sneaking suspicion this morning that I had made some mistakes in my previous post on ‘Shades of white water’ and quickly found I indeed had. I mentioned ‘Illuminate loop’ multiple times where it (obviously) should have been ‘Illuminance’. The Illuminate Loop is the partner in crime of the Illuminance loop (the one…

Shades of white water

Today was another shader day. I didn’t like the control I had over the particles of the lip spray. From within Houdini it takes a lot longer to tune the look of them and as I was already setting up multi-pass I though it was a good time to completely rebuild a new white water…