Didn't they use a custom Plugin in Houdini to achieve that effect? Although, I recall something about Uncharted also doing/trying that, without mention of Houdini. @haiddasalami: It would be so awesome if you did that, although I figure it would be pretty hard. @Ignoto: That's actually pretty cool! Mind if I ask what your…
small update. - minor fixes with english language, but although it is unlikely to become better - added few pictures - in readme.txt added description of how to fix lost *.obj files in TestMap.hip, for people who are not familiar with Houdini.
Im gonna try this today so will post what I have tonight. @SirCalalot: I believe Valve used Houdini to get their maps rather than drawing them. Might have to go back and find the presentation.
Using flow maps is pretty easy - but generating them can be problematic if you need any level of accuracy or realism. Valve have a superb PDF file out there somewhere that goes into detail with how they achieved generating their flow maps for L4D2 using Houdini.
Hi! Few days ago I finished my tutorial about flow feature for UDK. It explains all details about UDK materials and flow map creation with Houdini FX. Available here - http://forums.epicgames.com/threads/939815-TUTORIAL-Water-Flow-For-UDK
@Vailias and @Ignoto, Houdini is looking like a very complicated Vector Field map generation method. Is this the way which you created your Flow Maps? I'm thinking that if I wanted my water to flow round an object, I could create a black and white height map putting a peak where the object is. Then I might be able to…
did a little messing about with blender 2.61 and it;s new waves and dynamic paint, and think it might be possible to do things like valve did in houdini with blender and running simulations and baking the results to a normal map. was able to make a sphere with a outward force on the surface it was placed ontop, that…
ya maya wont let you use soft selection with the "vertex normal edit tool" which makes my method a pain, but i noticed that vertex normals can be views and edited from the "Component Editor", which leads me to belive this data can be changed via mel script. so i think a really intuitive way to edit them for this purpose…