I have no idea if it will work at all, but perhaps using a 16 bit greyscale
image instead of 8 bit might make it smoother.

/Fredrik

On 22 March 2015 at 17:41, Jason Saunders <[email protected]> wrote:

> 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]
> <[email protected]>] *On Behalf Of *Neil Cooke
> *Sent:* 11 March 2015 20:14
> *To:* [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]>
> 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]] On Behalf Of Mark
> Heuymans
> Sent: 11 March 2015 19:42
> To: [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
>
>
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