Ok thanks guys I will keep plugging away.

 

Yes that blender ocean is fab isn’t it :/

 

Will report back with my results.

 

Cheers,

 

Jason

 

 

From: User-list [mailto:[email protected]] On Behalf Of Neil Cooke
Sent: 23 March 2015 00:40
To: [email protected]
Subject: Re: [User-list] Ocean wave creation

 

>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] 
<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 

 

 

 

 


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