Hi Fredrik,

 

Thanks for the thought.  First tests are not positive, but I think you might be 
onto something.

 

Maybe I should try the other way because I seem to remember the old Real3D came 
with a 4 bit red image wave map sequence that produced lovely swimming pool 
like ripples.

 

Thanks again,

 

Jason

 

From: User-list [mailto:[email protected]] On Behalf Of 
[email protected]
Sent: 22 March 2015 18:16
To: RS3D User List
Subject: Re: [User-list] Ocean wave creation

 

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] 
<mailto:[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] 
<mailto:[email protected]> ] On Behalf Of Jason Saunders
Sent: 12 March 2015 09:56


To: [email protected] <mailto:[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


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