Hi
Has anyone tried to render a HOP with a 360 cam polar projection. Is this even a good idea? At moment it seems the camera is still looking at the original camera direction and I get a flat bit with some waves on the side.
Thanks
Houdini Ocean Procedural 360
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- jumax
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- jumax
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- 85 posts
- Joined: 1月 2009
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- unixer0 Lee
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- Joined: 7月 2014
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Hi i have this problem too when i render HOP with a 360 camera with karma. I find there a way to work aoround this bug.
1.First of all ,DO NOT use HOP to render ocean ,just use grid with oceanSurface shader.
2.Creat a oceanSurface shader and import spectrum data, adjust Displacement>Ani-Aias Blur from 0.5 to 0
3.In LOPs, import grid by sopimport, link it to oceanSurface shader by materiallibrary.
4.In karma render setting node,adjust Renering>Geometry and Shading>Dicing>Offscreen Quality from 0.1 to 1, Dicing Quality Scale by you want, too hight value will eat too much memory.
5.Creat 360 camera, render image to MPlayer or render to disk. I think you should get a right ocean
This is my way to work around ,Hope to help you, just test this way.
1.First of all ,DO NOT use HOP to render ocean ,just use grid with oceanSurface shader.
2.Creat a oceanSurface shader and import spectrum data, adjust Displacement>Ani-Aias Blur from 0.5 to 0
3.In LOPs, import grid by sopimport, link it to oceanSurface shader by materiallibrary.
4.In karma render setting node,adjust Renering>Geometry and Shading>Dicing>Offscreen Quality from 0.1 to 1, Dicing Quality Scale by you want, too hight value will eat too much memory.
5.Creat 360 camera, render image to MPlayer or render to disk. I think you should get a right ocean
This is my way to work around ,Hope to help you, just test this way.
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