Anyone know how to actually render this with a proper export, not Mplay? Every tutorial i've seen just ends on the preview procedurals node, which isn't really a export node. Anyone have any ideas?
@@ModelWhatYouSee What do you mean? Just hitting render to disk should work :D Maybe check if u selected the right camera in all Ocean related nodes/ the karma settings
Don't suppose anyone has got this working with Arnold? Seems to be fine in Karma but when I try to set up the same in Arnold, it doesn't do the camera based rendertime dicing - it doesn't do any subdivision at all actually. I feel like I've been through all of the Arnold Subdivision settings (adaptive error, increasing iterations) but that doesn't seem to change anything!
@@Nicolas_Drum I feel there is not much of info that is houdini blender work flow. to be honest my computer is not that great and there is no way i can make it out of houdini alive lol... I just try to make a way that i can enjoy houdini without letting my Computer just rendering . lol Blender can contribute but i do not know yet much how what... passing Simulation to blender is already gready i know there is few way... such at the one you explain and vdb also unsure what is all aobut ... I am totally new houdini also ... But well I slowly try to find a way to send any stuff smoothly to blender for good render and fun :) thanks for your video :)
Hello there. Thanks for the video. I followed same steps but i get "Commad exit code 3" for rendering to mplay / render to disk and im not able to render out images. Could you please help. Thanks!!!
thanks! how does this differ from checking the "instance" checkbox in the copy to points node though? is this additional step needed to instance geometry after that?
4:54 i specified those files i point cache. but nothing is visible and the particle count statistics is zero. i think nothing is showing up. my cache file is about 64 gb, is it because of that?
@@joeljose-t5r Hey could be many things, first the Unreal Version used in the Video is 5.2 I think also did u check the scale and position of ur simulation? It could be off by 100x in Unreal
@@Nicolas_Drum using 5.2 , dont know why its not showing. now im using blender to render that heavy sim, but the 300mb software is surprisingly render it 2 sec per frame. anwys thanks for the reply man.
ihave question ihave already setup everything and did all the sim from houdini the thing is when i export as an alembic to blender its doesnt came with texture is there anyway ican reimport the texture sim that imported to blender
@@jonathanwennstromm1578 isolved that problem i need first to unwrap uv in blender and than bake the textures after that i export the model to houdini and after sim export it from houdini to blender and the import the baked textures
Faantastic ... but please ... STOP to move the mouse and the viewport hundred times per seconds ... it is trasform your movie in something impossibile to see
Hey Nick, thanks for the tut. im also get ting this error and i dont get the corret spectrum when i hit 'reload'. "Warning: Ocean Procedural could not dice geometry due to missing Camera primitve. Please ensure a RenderSettings with Camera has been defined."
@@Nicolas_Drum Hey Nick, i add the camera for dicing as you mentioned. But when i reload the spectra it does not update the mesh. i do not see the same detail from the sop. And i get that error.
@@spectrewashere Ah this might be because u didn't fully render the scene, the preview shows only a preview on the standard setting. Try rendering to Mplay or to disk and see if u can see the detail then.
@@metosdriveos4516 Yeah that's exactly the setup. You should check out some tutorials on lighting scenes and rendering that might help you to understand. Theres some displaced Grids and a Karma Fog Box in the Scenes from the start but the ocean is the same. Also I explained the parameters in the Video that you can make the surface look the way u prefer. Did u watch the Video or did u just skip to the end?
hey Nicolas, Thanks for the video. But i got this error while swapping the imported simulation at Houdini Niagara Basic. Function call "InitializeParticle" is deprecated. Reason: As of 5.3, This version is now fully deprecated and a conversion script will run to attempt to map the existing inputs to the new module. Most configurations should successfully transfer. Double check behavior after the new version is added. Can you please help how to fix this issue?
Hi, I'm not sure how it works with Pyro now since UE5 supports VDBs since a few versions I think. Before that I used an Image sequence with a normal map. Please let me know if u find out, thanks!
nice work! is it possible to get hda file instead of hdacl? I downloaded your file from gumroad but when I open/install I get few errors ( like some wrangler nodes are empty etc. btw, when you have a plan/time to add improvements ( foam level on rotation )
Hi, no that's not possible sry. Since I only own Houdini Indie I can't export the full version. I do not have a plan yet when to add improvements but I have some Ideas on what. Thanks for ur input!
No but you don't understand, that I made an entire hda in my project, only to find out about polyslice from this video 😅 Very interesting video. Thanks!
Hi, of course! I think in this particular case I just liked the result the standard shader gave me. I don't really remember tho. The hair shader should work perfectly too!
Hi, just encountering an issue that when I imported into Unreal, I could not find it but I did set the transform node in Houdini, is there any specific number I should put as the origin in Houdini? I just put 1,1,1
Hi I'm facing an issue with materials when i switch render engine from karma cpu to karma xpu. The materials are gone and the ocean surface turns to white. please help me to find a solution.
@@Saibaba-vt3mf Try to follow the Video again I explained where u find the Ocean LOPs Shelf tool :D the preview node is called Houdini Preview Procedural
I think it's not necessary to use the attribute create because houdini recongices the "instance" attribute, you can create attribute randomize directly.
Hi, I'm sry to hear that u didn't like the video. I used the techniques I showed in the video to render the ocean scene but if u'd like to see how to create an ocean in Karma XPU, I also made a Video about that. Maybe check that out :D