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Hernandez Jonathan avatar image
Hernandez Jonathan asked ·

Ocean displacement houdini ( spectrum )

Hello! I'm still wondering how I can re-create the ocean shader with Arnold.

How can I reuse the spectrum displacement shader created to get more details about my ocean?

I've been looking for weeks and I can't find much for Houdini, but there's a lot of rendering but no one explains how to do it, I tried a method I found here but nothing to do ...

I plan to buy Arnold to be able to work with it and it's really a big brake, I have the choice between getting by with mantra that does the rendering but very slowly, or Arnold without knowing how and paying a license.

If anyone has a solution, please share.

Have a nice day.


shadersshaderhoudinishading
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Hernandez Jonathan avatar image
Hernandez Jonathan answered ·

Thank you i will try later

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Hernandez Jonathan avatar image
Hernandez Jonathan answered ·

Hey, thanks for the answer.

What I'd like to do is get some details from the displacement map but I don't know how to use it in the standard arnold shader.

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So if you have Houdini generate a displacement (either scalar height-field or vector displacement), you can connect this to the displacement input of the Arnold material to have it apply this to the geometry at render-time. For an ocean, presumably the base mesh would be a plane (you may need to tesselate it to get a reasonable amount of detail after displacement).

See the docs here: https://docs.arnoldrenderer.com/display/A5AFHUG/Displacement

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Jamie Portsmouth avatar image
Jamie Portsmouth answered ·

I'm not too familiar with how ocean surface simulation and rendering is done in Houdini, but it seems from a quick look that a combination of the
Ocean Spectrum node and Ocean Evaluate node can be used to generate the geometry. Then it would be a matter of assigning an Arnold shader to the geometry.

For further effects like whitecaps and spray, some more advanced setup would be required involving e.g. a particle system and/or volumes.





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