>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
>>
>>
>>
>>
>>
>>
>>
>> _______________________________________________
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>> [email protected]
>> http://realsoft.com/mailman/listinfo/user-list_realsoft.com
>>
>>
>
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