Author Topic: Ocean  (Read 5949 times)

Offline Hannes

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Re: Ocean
« Reply #15 on: June 08, 2016, 12:54:37 PM »
...was it only Max or was there a plugin?

There's a free plugin named Houdini Ocean Toolkit , which is based on some theory by Jerry Tessendorf. Don't ask me further about it, I just copied and pasted the name  ;) ;) ;)
Dreamscape by SitniSati is based on the same theory as far as I know.

Why do this on an imported plane, why not an internal one? Or a cube, if you wish.

I wasn't able to do this on the internal plane. I used the mesh deformer input of the imported model, which doesn't seem to exist for the internal one.

I'll try some other (internal) objects. I think, it won't look like the examples I posted, but I hope I can get a little closer.

Offline Hannes

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Re: Ocean
« Reply #16 on: June 08, 2016, 01:21:56 PM »
OK, I was a little bit too fast, saying, it doesn't work. I created an internal plane, copied the displacement stuff I used as mesh deformer for the imported plane, pasted it into the shader network of the internal one and connected it to the input slot of the default shader. worked. I'll keep you informed...

Offline Hannes

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Re: Ocean
« Reply #17 on: June 08, 2016, 01:53:53 PM »
Another test with the internal plane (the good thing is, it can be resized without destroying the mapping)
Just simple shaders for testing. I used the Intersect underlying (Favour rises) function for the crests and the falloff.

Offline Dune

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Re: Ocean
« Reply #18 on: June 08, 2016, 02:04:57 PM »
I used an internal plane in my attempts, and the whites of the wave base PF for the driving of the foam. But your method also works. Nice playing, huh?
In case you still haven't seen enough of my work: www.ulco-art.nl

Offline j meyer

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Re: Ocean
« Reply #19 on: June 08, 2016, 03:58:16 PM »
Promising results so far, keep experimenting.

Offline KlausK

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Re: Ocean
« Reply #20 on: June 09, 2016, 12:34:31 PM »
Well done!
Having a go at this since you and Dune started to post your results myself.
But I am far from anything good looking still atm.
Would be interested in a little howto as well.
cheers, Klaus
/ ASUS WS Mainboard / Dual XEON E5-2640v3 / 64GB RAM / NVIDIA GeForce GTX 780 / Win7 Ultimate

Offline luvsmuzik

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Re: Ocean
« Reply #21 on: June 09, 2016, 06:37:55 PM »
Another test. The texture is only for testing. Two PFs animated by transform shaders and fed into a redirect shader.

I am trying to use one of 250 EXR frame files as an image map from an animation made in another program for a still image. Seeing your test here is relatively what I already have with 250 images. They are cached bw exr images like a mask.....I have applied one exr as an image map , through projection camera, to a plane and experimenting, alpha is ok. Am I on the right path here? My displacement seems to float above the plane, transparency and translucency enabled.
« Last Edit: June 09, 2016, 06:43:30 PM by luvsmuzik »

Offline Hannes

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Re: Ocean
« Reply #22 on: June 13, 2016, 10:04:34 PM »
Another one in low res. No water shader, just default ones with an additional reflective shader. The foam pattern is a static image. I tried to use a procedural one (Oleg's file), but this one looked best.
« Last Edit: June 14, 2016, 07:45:31 AM by Hannes »

Online Kadri

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Re: Ocean
« Reply #23 on: June 13, 2016, 11:52:45 PM »

Looks good.

Offline Dune

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Re: Ocean
« Reply #24 on: June 14, 2016, 06:07:03 AM »
Yes, very natural.
In case you still haven't seen enough of my work: www.ulco-art.nl

Offline DocCharly65

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Re: Ocean
« Reply #25 on: June 14, 2016, 06:28:05 AM »
Cool, Hannes!
Life socks! Even Mel Brooks knew this!

Offline Hannes

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Re: Ocean
« Reply #26 on: June 19, 2016, 12:20:38 PM »
An update. Better quality and improved displacement. Still struggling to use clouds as spray from the tops of the waves.

Online Kadri

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Re: Ocean
« Reply #27 on: June 19, 2016, 12:26:12 PM »

Looks usable to me Hannes.

Offline DocCharly65

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Re: Ocean
« Reply #28 on: June 19, 2016, 12:27:55 PM »
Wow! That gets bet and better.

Could you perhaps check this: rendering and showing a single frame in 1280x720 with detail at 0.4 e.g.?

I very often made the experience, that the lo-res versions (especially low detail settings) look great and the high resolution image is a catastrophy.
Life socks! Even Mel Brooks knew this!

Offline Hannes

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Re: Ocean
« Reply #29 on: June 19, 2016, 12:52:20 PM »
Wow! That gets bet and better.

Could you perhaps check this: rendering and showing a single frame in 1280x720 with detail at 0.4 e.g.?

I very often made the experience, that the lo-res versions (especially low detail settings) look great and the high resolution image is a catastrophy.

Thanks Nils!
This animation was rendered at 800X450 px with Detail 0.8 and AA 9. Not too low quality, but of course a higher resolution might reveal some nasty flaws... :(

 

anything