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Realflow vs houdini
Realflow vs houdini














This field can be used to drive the Hybrido simulation. In your Hybrido simulation you load the OpenVDBs through graphs again, and convert them into a force field. From this velocities you create and record a field, and save it as an OpenVDB sequence. Maybe that's the easiest solution.Īnother method uses RF's graphs system, but the entire process requires several steps: you have to load the ocean surface and calculate the vertices' velocities first. displacements maps from BOSS, RealWave, or any source. Some of its procedural features have been in existence since 1987. The procedural tools are used to produce different effects such as complex reflections, animations and particles system.

#Realflow vs houdini software

The daemon also accepts image maps to drive the waves, e.g. Houdini is a 3D animation software application developed by Toronto-based SideFX, who adapted it from the PRISMS suite of procedural generation software tools. This daemon also uses an ocean statistical spectrum (OSS) and you can synchronize the daemon's OSS with your RealWave surface.

realflow vs houdini

One idea is to use the "Ocean Force" daemon. Anyway, there are methods to use RealWave, imported alembics, or displacement maps as a basis for Hybrido, but not straight out of the box. I've only heard of Bifrost's guided simulations, but I don't know how they actually work. If in fact a "guided sim" workflow exists in Realflow 10 I would appreciate a point in the right direction. While this setup looks good in the end, it doesn't allow for proper animation direction of big waves and boat interaction along them, only sort of faking it after the sim. I have seen the Hybridio setups where one sims the boat through the flat fluid volume, then adds displacement afterward. This method allows for art and animation direction specific to the ocean waves and boat prior to sim. No containers needed, no invisible walls creating incorrect splash-back. simulate particle waves, then foam with this setup. use animated geo(boat) as a collider, previously animated to follow/react to the cached ocean waves create an "Emission Region" to localize the particle emission(polygon object, animated or not) use that alembic mesh as a "Guide" for bifrost particles create an ocean wave mesh using Realwave, BOSS or Houdini Ocean and cache as alembic (no particle sim yet)

realflow vs houdini

Is there similar functionality in Realflow to the Guided Simulation setup using Bifrost in Maya? New to Realflow 10, and have been looking for info with no luck yet.














Realflow vs houdini