Years ago I used HDR images for displacement height maps in a landscape,
it was much smoother than an ordinary 8-bit image. Either that or 100%
procedural...
Also, it can help to use negative as wel as positive bump values,
instead of only positive, that can cut max displacement in half.
In the meantime I fiddled a bit with Blender's ocean, with already very
nice results! RS is just hopeless in comparison, sadly.
Good luck!
Mark H
Jason Saunders schreef op 22-3-2015 om 20:32:
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
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