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View Full Version : HoudiniOceanToolkit -> MayaOceanToolkit


bazuka
03-12-2009, 01:43 PM
People im planing to build this

http://odforce.net/wiki/index.php/HoudiniOceanToolkit

for maya, so if there are people who would like to help that would be great,

i was also thinking about the final output, mll plugin or python plugin

i would like to hear what u think

cheers

earlyworm
03-12-2009, 02:16 PM
A python version of the plugin would be handy for portability between various platforms and versions of Maya. But I'm not sure what kind of trade off's you'd have to make (speed, performance, stability, etc).

Support for both nurbs and polygons and option to base the deformation on the surface normals.

thematt
03-12-2009, 05:48 PM
how does that compare to the ocean shader and ocean fluids included in maya? just curious.

thanks

bazuka
03-12-2009, 06:24 PM
:) well if u take a look these videos ull see

http://www.kai-wolter.com/resources/xsi/ocean-in-xsi
(this XSI guy (http://www.kai-wolter.com/resources/xsi/ocean-in-xsi) has also used the HOT as a base)

would be great if u could show me how to make this in maya ;)

cheers

acidream
03-13-2009, 12:41 AM
I made a half-hearted attempt to convert the HOT into a mental ray displacement shader a while back. I got stuck trying to compile all the necessary libraries for 64bit windows. I was frustrated because i was sure i could figure out the actual programming aspects, but i could not get the silly libraries compiled. I also was not familiar with python at the time, and i am now, so I am willing to help any way i can.

bazuka
03-13-2009, 11:01 AM
@acidream

10x for replay man, ill need the help definitely :)

at the moment im looking into a libs used for this plugin, i think it wont be a probl for x64 (i hope so ;) ) will see

at this stage im preparing whole thing and making some research and see what i need/dont need to make this work

p.s. i can try to compile u for x64 if u still need that disp shader u made

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