I have to say RS works much better on a modern corei7 with 16 GB at
64-bit than on the 32-bit crap I've been used to over the years. Plants
can be bigger, meshes larger, renders are 6-7 times faster than on my
previous quadcore 32bit machine!
But... I mentioned HDR but forgot it's a plugin: r3hdr.dll.
Just checked this old landscape project and the 32bit plugin version
obviously doesn't work with 64bit Realsoft. I don't know if there is a
64bit version of r3hdr.dll. Anyone?
Procedural may be more promising than image textures and is animateable,
but all the tweaking with curves, noise etc until it resembles ocean
waves... phew. And no realtime, you can see the result only in renders.
Here's my Blender result (NOT a Realsoft render!), with some subsurface
scattering, full GI, foam.
Far from perfect, but I'd be happy to get close to this with Realsoft!
Maybe I'll have a go with RS, just for the fun of it ;)
-Mark H
Neil Cooke schreef op 22-3-2015 om 21:57:
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]
<mailto:[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]] *On
Behalf Of *[email protected] <mailto:[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
_______________________________________________
User-list mailing list
[email protected] <mailto:[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