HI Mark,
All credit for all help so thanks to everyone. Ah yes I stumbled across the blender normal output option for the ocean creation the other day, but that is where I got the problems with ramping the bump heights to create decent size waves, because it causes too much noise where there should be soft graduated rises. Higher 16bit images don’t help and no 32bit image import option from what I can tell with 64bit. Thanks for the heads up on blender tiles looking bad from a distance because I need to cover both close up and far away. Procedural is probably the best path for a solution. Just wish I could make the wave shader object work a little better. I am trying to mix noise with the scaled time into the wave object to create irregular wave shapes instead of the standard linear waves it creates by default, but so far not got good results. I found the Penguin tutotial on an old ISO file for a 3D Mag cd. It was Andy :)…yes he was a great loss. He did get a bee in his bonnet about the top posting, well remembered lol. Think he became a little disillusioned after investing a lot of his time into the community and also after developing his great plugin (was it phenomenon?) He is a phoptographer now, am still in touch with him on FaceBook. Right back to waves :/ Cheers, Jason From: User-list [mailto:[email protected]] On Behalf Of Mark Heuymans Sent: 23 March 2015 21:29 To: [email protected] Subject: Re: [User-list] Ocean wave creation I think Neil deserves the credit here ;) But I'll try to help more, my "RS cannot do this" challenge button was pushed ;) As a last resort, I could render a bump image sequence of a Blender ocean, and you use that in RS. But then, the accuracy problem that you mentioned would pop up again :( 16-bit images will help, I think Blender supports this. BTW, Blender's oceans suffer from pattern repetition, the tiles are really ugly when the camera gets too high and you see too much! In other words, large drone-style overviews are problematic. And this problem would be transferred to RS if using image textures... you would need a huge texture in 16bit or some floating point image like HDR to avoid tiles. It all depends on the brief. Vesa, help! cheers, Mark H PS didn't Andy Jones leave the list because of excessive top-posting? I still don't know if it was a joke, but he was a great loss to the little RS community :( Jason Saunders schreef op 23-3-2015 om 19:32: 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] <mailto:[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.
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