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 > > > _______________________________________________ > User-list mailing list > [email protected] > http://realsoft.com/mailman/listinfo/user-list_realsoft.com > > > _______________________________________________ > User-list mailing list > [email protected] > http://realsoft.com/mailman/listinfo/user-list_realsoft.com > > > > _______________________________________________ > User-list mailing list > [email protected] > http://realsoft.com/mailman/listinfo/user-list_realsoft.com > >
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