Afternoon everyone,
Am back on my ocean headache. Not managed to find a satisfactory solution sadly. Am trying bump mapping with normal and geometry shaders, displacement mapping and displacement modifiers, all with poor results. Shader bump mapping is probably my biggest frustration because using image maps to define wave bumps should work nicely, but don’t. If I want to give my waves any kind of decent height I need to ramp up the shader bump map amplitude, but in doing so this makes the bump map increasingly more grainy/noisy. Even if I use nicely graded and smoothened image maps ranging from black to white in soft tones. If I use the smooth function in the bump image file object to smoothen the grain effect, my renders grind to a snails pace of hours instead of seconds. I still believe I can get a better solution if I can somehow cheat the smoothing of the image map data when I scale the bump map amplitude. Which is done to give me better wave height on my mesh with the displacement value set high. If anyone can point me an easy way to make my image bump maps more effective I would be very greatful. I’ll post the ocean solution for all to use once I am happy with it. Would also be nice to use the default wave shader with more irregular main waves, but using noise to define the main wave pattern doesn’t seem to work. I just get linear wave patterns which don’t look realistic. Hope someone can help. Many thanks, Jason From: User-list [mailto:[email protected]] On Behalf Of Jason Saunders Sent: 12 March 2015 09:56 To: [email protected] Subject: Re: [User-list] Ocean wave creation Thanks Neil, looks a good route. From: User-list [mailto:[email protected]] On Behalf Of Neil Cooke Sent: 11 March 2015 20:14 To: [email protected] <mailto:[email protected]> Subject: Re: [User-list] Ocean wave creation Checked my project file and my previous would require animating a mesh. On Thu, Mar 12, 2015 at 9:09 AM, Jason Saunders <[email protected] <mailto:[email protected]> > wrote: Ok great thanks guys, will do some testing and see what floats to the surface. Will report back when I work out the best method. Many thanks again. Jason -----Original Message----- From: User-list [mailto:[email protected] <mailto:[email protected]> ] On Behalf Of Mark Heuymans Sent: 11 March 2015 19:42 To: [email protected] <mailto:[email protected]> Subject: Re: [User-list] Ocean wave creation leee schreef op 11-3-2015 om 20:20: > On Wednesday 11 March 2015 09:54:39 Jason Saunders wrote: >> Morning everyone, >> >> Just thought I would ask if anyone has ever managed to create >> convincing looking animated ocean waves in Realsoft before please? >> >> I have successfully created still images of good looking sea using >> combinations of wave and wrinkle shaders, but actually achieving the >> motion of ocean waves in a convincing way such as this animation clip >> seems pretty tricky. >> >> https://www.youtube.com/watch?v=sQ11hadNgUk >> >> Am guessing applying a sin operator or similar with the wave shader >> to achieve the random wave motion is possibly the way to go, but >> would be grateful for any advice if anyone has tackled this problem before please. >> >> Many thanks, >> >> Jason > I think I once did something similar, but on a smaller scale, using a > combination of random and noise shaders. > > IIRC, the random shader was static/constant and used to produce the > basic form, with the noise shader being animated, via changing the > seed, I think, to slightly modify the random shader's basic form over > time. The material was then applied as a parallel map which was > shifted over time in the direction I wanted the 'waves' to move. > > A final tweak I now add to most ground bump maps that recede to a > distant horizon is to link the bump amplitude to the camera distance > so that the bumps reduce in height with distance from the camera - > this can drastically reduce the aliasing artifacts I was otherwise > getting in the far distance/on the horizon. > > LeeE > > Clever trick! It would probably take a lot of time to tweak the bumps into convincing waves... and render it. As far as I know there are no renderfarms for RS. Honestly, I would consider using other software for the ocean and post process it with the RS rendered stuff, unless you need realistic reflections and refractions of your RS scene in the water. For example Blender has a great Ocean modifier, plenty of tuts and examples on youtube. And beware of render artifacts when using displacement, sometimes black edges appear! Good luck and please post some WIPs! -Mark H _______________________________________________ User-list mailing list [email protected] <mailto:[email protected]> http://realsoft.com/mailman/listinfo/user-list_realsoft.com _______________________________________________ User-list mailing list [email protected] <mailto:[email protected]> http://realsoft.com/mailman/listinfo/user-list_realsoft.com
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