>Here's my Blender result (NOT a Realsoft render!), with some subsurface scattering, full GI, foam.
Looks very nice Mark !!! N. On Mon, Mar 23, 2015 at 1:03 PM, Mark Heuymans <[email protected]> wrote: > 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]> 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 >> >> > > > _______________________________________________ > User-list mailing > [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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