I'm afraid brute force seems to be all I can come up with. Assuming 1920 pixel max vid output then maybe a 500x500 NURBS displacement mesh with a suitable greyscale image driving the displacement and a colour map that remains more or less static to the surface while the mesh moves.
However, an animated greyscale displacement driver would be preferred of course and I'm not sure the animation material can support that or if the NURBS mesh could support a prepared AVI. The AVI would allow boat wakes and waves reacting to rocks and coasts better. Mesh resolution and it's bitmap image driver as well as the colour map image deteremined by the project scene and/or processing time/resources. N. On Mon, Mar 23, 2015 at 9:15 AM, Mark Heuymans <[email protected]> wrote: > 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] > <[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]> > 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 > > > > > > > > _______________________________________________ > User-list mailing list > [email protected] > http://realsoft.com/mailman/listinfo/user-list_realsoft.com > >
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