Creating Real-Time Oceans for Call of Duty: WWII
Subscribe:  iCal  |  Google Calendar
7, Mar — 12, Jun
Breda NL   23, Apr — 26, Apr
24, Apr — 27, Apr
Vilnius LT   3, May — 5, May
Los Angeles US   10, May — 11, May
Latest comments
by Cgiles
6 hours ago

Alt click on a node connection automatically disconnect it from the other nodes. And there is some nodes which can be easily summoned by pressing a key and clicking at the same time. Like B+click will place a branch, and S+click a sequence.

11 hours ago

If you're willing to compile it, Aseprite is a great option as well.

by tharlevfx
23 hours ago

check my website for the latest tips - always updating with new content!

Creating Real-Time Oceans for Call of Duty: WWII
3 April, 2018

What is the most impressive level of the latest Call of Duty game? Well, you could definitely mention the beaches of Normandy. A part of this effect goes to the uncompromising waves of 3D waters created by the team. Do you want to learn about the process behind the oceans? Check out a nice session from GDC 2018 by Matt Vitalone on the way the studio used Houdini Ocean Toolkit and FLIP Fluids to set up real-time water. 

The latest Call of Duty game required realistic oceans and breaking waves on the beaches of Normandy that could run at 60fps. Find out how Houdini Ocean Toolkit and FLIP Fluids were used to build the data that drives these real-time oceans.

Go Procedural 

Make sure to check out the Go Procedural for more videos on Houdini. 

Source: Vimeo

Leave a Reply

Be the First to Comment!