Christian Schnellhammer . Dev Blog

XOcean – A XSI ICE Node using the Houdini Ocean Toolkit

Another project of mine was to create an ICE Node using the HOT (Houdini Ocean Toolkit). The HOT is a very stable implementation of the Tessendorf algorithm for ocean waves.

The Xocean node  can be used as a deformer (by using a non-simulated ICETree on geometry objects) or for creating interesting particle simulations. The node outputs the displacement values as well as the eigenvectors and eigenvalues for each point in world space.

The advantage using an ICE Node is that the outputs can be combined and reused in the ICE Tree (e.g. colorize foam or emitting particles where foam occures)

Download the x64 build for Softimage 2012:
The node outputs the displacement vectors as well as the eigenvalues and eigenvectors per point.

Here are some pictures of Xocean in action:

June 11th, 2010

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17 Responses to 'XOcean – A XSI ICE Node using the Houdini Ocean Toolkit'

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  1. awesome work, would like to see more of your work implemented in both houdini and ice, inspiring each other.

    Steven Caron

    3 Aug 10 at 10:12 pm

  2. Thanks!

    Hirazi Blue

    15 Mar 13 at 11:56 am

  3. i like waves, waves are nice.


    15 Mar 13 at 8:12 pm

  4. hi man,it’s so cool!but what can I do the foam with the Xocean?


    26 Mar 13 at 2:06 am

  5. Thanks! there is a xsi 2013 version ?


    10 Apr 13 at 9:59 am

  6. thanks!! tutorial on foam?


    19 Apr 13 at 10:05 pm

  7. For the foam I used the bottom 3 nodes shown here:

    Make sure material has vertex color display property on color. It’s still a bit blocky though. hmm.


    Nathan Mateer

    9 May 13 at 10:56 am

  8. Inspiring work! :) Any chance for a Linux compile? Or sources so we can try compiling ourselves? Would love to use it at work but we’re all running Soft under CentOS.


    23 Aug 13 at 4:58 pm

  9. hey guys, hey christian!

    first, great plug – is working perfect!
    but I have a problem in realy large scale animation.

    I would llke to animate a realy large ocean, like looking down from an helicopter.

    what is the best way, scaling it up but do not loose to much detail?

    greetings and thx,


    29 Oct 13 at 3:27 pm

  10. Hi Sant0s,

    The ocean is repeatable, but you’ll see the pattern if you are far away….but you can try to use multiple ocean configurations and blend each other. Btw, a good approach is to paint weightmaps to scale the choppyness and waveheight on some regions…this makes a good variance into the ocean…

    but the best solution would be a displacement shader for the details…


    30 Oct 13 at 7:24 am

  11. Hi Schnelli,
    thx for your tips. just testing around with “pattering”, in total views it already looks great!

    you mean, I create some different setups and blend them together in post?

    that weightmap stuff sounds very interesting, will try that now.

    for details I just played around with a noise shader, gives some nice results, too.

    here a status:



    30 Oct 13 at 10:08 am

  12. hallo,

    thank you for this.
    i wonder, why sometimes the grid is tileable, sometimes not.
    is there anything i missed to check?
    the example is not tileable, either.



    22 Nov 13 at 3:30 pm

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  15. Hi, thanks for sharing this great tool !

    I was wondering if it is possible to change the speed ( how fast the waves move and form) of the ocean?

    Thank you



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