use aaOcean's ability to render out  out to a tiling .tiff displacement
sequence and project it down onto your optimized geometry?


On Thu, Aug 22, 2013 at 4:54 PM, Adam Seeley <[email protected]> wrote:

> Hi Lu,
>
> Thanks, aaOcean was my first call.
>
> However, I'd like to create an efficient grid for the actual ocean surface
> (something similar to the attachment), so the surface grid near the camera
> is dense, but in the distance it is not.
>
> Adam.
> ---------------------
> http://www.linkedin.com/in/adamseeleyuk<http://www.linkedin.com/profile/view?id=21162305>
>  https://vimeo.com/adamseeley <https://vimeo.com/album/2280465>
>
>
>
>
>   ------------------------------
>  *From:* Meng-Yang Lu <[email protected]>
> *To:* Adam Seeley <[email protected]>; "
> [email protected]" <[email protected]>
> *Sent:* Thursday, 22 August 2013, 22:35
> *Subject:* Re: ocean surface generation - arete stylee
>
> Something like this or were you wanting a camera distance thing as well?
>
> http://www.amaanakram.com/?page_id=131
>
> JUST getting back into Softimage so I don't know what I'm doing anyway.
>
> -Lu
>
>
> On Thu, Aug 22, 2013 at 2:23 PM, Adam Seeley <[email protected]>wrote:
>
> Hi,
>
> For those that remember the old Arete Psunami plugin...
>
> I always liked ocean surface geometry generator, the one that gave you a
> grid with fine detail close up and low detail in the distance and that was
> only generated within the cameras field of view.
> I think it kept the girid lines it aligned with the camera as well.
>
> Does anyone know of something similar floating around?
>
> I'd love to have the time to figure out an ICE topo tree to create it but
> no such chance right now.
>
> (hm.. could try projecting a grid from the camera position onto a ground
> plane though!)
>
> Thanks,
>
> Adam.
> ---------------------
> http://www.linkedin.com/in/adamseeleyuk<http://www.linkedin.com/profile/view?id=21162305>
>  https://vimeo.com/adamseeley <https://vimeo.com/album/2280465>
>
>
>
>
>   ------------------------------
>
>
>
>
>
>


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