HOT4D, Houdini Ocean Toolkit port to C4D

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  01 January 2013
This is awesome, thanks for all your work so far.

Tim
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  01 January 2013
My first try--lots of fun. Textures and lighting need work and haven't delved deep enough into what can be done with particles yet (particle spray not behaving as I'd like it to)--but overall motion is very authentic. Thanks again for this nice plugin

https://vimeo.com/57683099

(and just to clarify--as I've already gotten some grief for it, when I say the motion os very authentic, I am referring to what the plugin produces, not neccasarily my example)

Last edited by JoelDubin : 01 January 2013 at 04:52 PM.
 
  01 January 2013
Thank you so much for this.
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  01 January 2013
Thank you for your contribution, you're a good man
 
  01 January 2013
What a cool plugin, thanks for your hard work !
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  01 January 2013
I've been having some stability issues with 0.21 on R13; about 4 crashes in the last hour - several times when I've shift the deformer from one object to another.

It looks really cool though - can't wait to see more developments.

Last edited by LukeLetellier : 01 January 2013 at 04:48 PM.
 
  01 January 2013
If you move the vertex map it will definitely crash

Still a fantastic bit of work though
 
  01 January 2013
Originally Posted by deepshade: If you move the vertex map it will definitely crash



Oh, geez...how did I miss that.

Thanks.
 
  01 January 2013
particle spray Joel

[QUOTE=JoelOtron]My first try--lots of fun. Textures and lighting need work and haven't delved deep enough into what can be done with particles yet (particle spray not behaving as I'd like it to)--but overall motion is very authentic. Thanks again for this nice plugin

Thanks very much Valkaari, really cool plug in. I agree it is fun Joel. Could you (or Valkaari or anyone) share some tips about how you approached adding the particle spray? I got a really interesting wave look but wasn't sure how to approach adding spray or additional white foam on the crests or high-light points.

here's an initial test:https://www.dropbox.com/s/1l90tpaq6...test_002clr.mov

Last edited by naldeau : 01 January 2013 at 07:54 PM.
 
  01 January 2013
A new version is available here
If you move hot4d from object to object with a vertex map attached, it should not crash now.
You can use the restriction tag.
I've activated the shader. It create a vertor displacement map in both tangent and world space. (tangent space is only for the R14)

The value for the shader are quiet strange. The same value don't produce the same look than the deformer. Use it with caution, it's not quiet stable. That's why it's still alpha

How it work ?

You need to create 2 vertex map now. One (jminus) will receive the values of the jacobian.
The other one (foam map) will be update like this :
frame 0 --> all point receive 0
Each frame, for each points, the jminus map values will be added if they are over the "jacob-threshold".
Each frame, i'll remove the "foam threshold" value.

That make the foam to "vanish" slowly.
You can use the foam vertex map in your shaders.
an render example. As you can see, the effect need some frame to render.

http://vimeo.com/57845576
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  01 January 2013
Thanks Valkaari,

there is a shader now! This is just getting better and better. Awesome work, thank you
 
  01 January 2013
Any chance of getting the scene file for that?

This is very nice. Thank you for your efforts!

Dan H.


Originally Posted by valkaari: A new version is available here
If you move hot4d from object to object with a vertex map attached, it should not crash now.
You can use the restriction tag.
I've activated the shader. It create a vertor displacement map in both tangent and world space. (tangent space is only for the R14)

The value for the shader are quiet strange. The same value don't produce the same look than the deformer. Use it with caution, it's not quiet stable. That's why it's still alpha

How it work ?

You need to create 2 vertex map now. One (jminus) will receive the values of the jacobian.
The other one (foam map) will be update like this :
frame 0 --> all point receive 0
Each frame, for each points, the jminus map values will be added if they are over the "jacob-threshold".
Each frame, i'll remove the "foam threshold" value.

That make the foam to "vanish" slowly.
You can use the foam vertex map in your shaders.
an render example. As you can see, the effect need some frame to render.

http://vimeo.com/57845576
 
  01 January 2013
This is the file i've created for the render above.
I just created a bit of particles in a not efficient way. Just playing a bit with the tool T.T

http://www.valkaari.com/forum/hot4d/ocean_foam.c4d.zip
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