Awesome thanks Mark I’ll take a look.
Ah yes I remember…think it was long lost Andy Jones who did the penguin tutorial, unless there was another one? Will search for it. Will have a play and report back. Cheers Jason From: User-list [mailto:[email protected]] On Behalf Of Neil Cooke Sent: 23 March 2015 15:59 To: [email protected] Subject: Re: [User-list] Ocean wave creation >animating will be problematic Agree, and I'm not going to attempt it .... Tim Borgman I think it was did a tut of penguins marching along a path in the ice and if that was crossed with an idea I saw for CD4 for ocean waves then a hero parent slash children followers scheme might be useful. But of course, a straight up procedural displacement trick or some such would be the winner. We want it when you build it. BTW - have you played with Gary's modification of Beggy's (or someone's) Noise Controller? Just a thought since it's all way out of my scope. I attach it here. N. On Tue, Mar 24, 2015 at 12:30 AM, Jason Saunders <[email protected] <mailto:[email protected]> > wrote: Thanks Neil, interesting idea, but animating will be problematic I fear. Am hoping to get a good result using the cell procedurals in VSL as think it is my only hope now. Thanks Jason From: User-list [mailto:[email protected] <mailto:[email protected]> ] On Behalf Of Neil Cooke Sent: 23 March 2015 10:12 To: [email protected] <mailto:[email protected]> Subject: Re: [User-list] Ocean wave creation I was mistaken .... this is brute force. Flattened poly spheres - boolean removal from a cube. This would be the "displacement" part of the sea surface and a procedural bump with a colourmap material would shift it into a cheap ocean ... maybe. :-) N On Mon, Mar 23, 2015 at 10:32 PM, Jason Saunders <[email protected] <mailto:[email protected]> > wrote: 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] <mailto:[email protected]> ] On Behalf Of Neil Cooke Sent: 23 March 2015 00:40 To: [email protected] <mailto:[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] <mailto:[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 _______________________________________________ User-list mailing list [email protected] <mailto:[email protected]> http://realsoft.com/mailman/listinfo/user-list_realsoft.com _______________________________________________ User-list mailing list [email protected] <mailto:[email protected]> http://realsoft.com/mailman/listinfo/user-list_realsoft.com _______________________________________________ User-list mailing list [email protected] <mailto:[email protected]> http://realsoft.com/mailman/listinfo/user-list_realsoft.com _______________________________________________ User-list mailing list [email protected] <mailto:[email protected]> http://realsoft.com/mailman/listinfo/user-list_realsoft.com _______________________________________________ User-list mailing list [email protected] <mailto:[email protected]> http://realsoft.com/mailman/listinfo/user-list_realsoft.com
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