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Free Ocean Waves Sim

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  • #31
    Yeah 4mb is more like it! I added your bump map to my material and it looks much better.

    Also here's a zip file containing both the displacement creation scene and the render scene
    www.prughlenon.com/render/oceantest.zip
    You'll have to render the displacement maps and specify it in the render scene. I'm rerendering my displacement maps now with a higher subd and will post an updated animation with the bump map added to my water mat. Since the bump map is static I don't know how well the animation will look.
    "A severed foot would make the ultimate stocking stuffer"
    -Mitch Hedberg

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    • #32
      a large scaled noise map mixed in might definately break up that noticable tileing

      ---------------------------------------------------
      MSN addresses are not for newbies or warez users to contact the pros and bug them with
      stupid questions the forum can answer.

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      • #33
        Yes a large scale map was needed to break up the tileing. I wanted to keep it animated so instead of noise I used another copy of the same displacement map at a larger uvw scale and slightly different rotation. Vray disp doesn't let you use 2 uvw channels and I couldn't get good results with a mix map for some reason so I used good old max disp for the big swells. Vray disp and bump mapping on top of that gave good results. Here's a test frame and a swells only version. Also I adapted flavrsaver's material to work with vray sky/sun.

        Here's the max file if anyone wants to play with it www.prughlenon.com/render/ocean3.max
        Will post an animation tomarrow
        "A severed foot would make the ultimate stocking stuffer"
        -Mitch Hedberg

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        • #34
          you can also animate a noise modifier, displacement adds renderoverhead doesnt it ?

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          • #35
            You can animate a noise modifier in max however I'm using viz. I don't think that displacement it'self adds renderoverhead but to get a smooth surface I had to greatly increase the mesh density which indeed does add renderetime.
            "A severed foot would make the ultimate stocking stuffer"
            -Mitch Hedberg

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            • #36
              Nice work guys.. looks really really cool!!!

              Will have a tinker with the scenes see if i can get a depth look going.

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              • #37
                what about foam? possible?

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                • #38
                  done some foam in different ways. first idea for whitecaps would be using a world coordinate gradient to create a foam map. Another way would be using an inverted dirtmap. Yet another method would be using an anglebased map. Or a combination of the three. These maps could also be used to generate spraying form to some extend (using mapbased birth and PFlow)

                  Regards,
                  Thorsten

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                  • #39
                    Originally posted by instinct
                    These maps could also be used to generate spraying form to some extend (using mapbased birth and PFlow)
                    well that i woud look awesome!
                    Nuno de Castro

                    www.ene-digital.com
                    nuno@ene-digital.com
                    00351 917593145

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                    • #40
                      i loved dreamscapes foam map however it had quite a big bug with scale

                      ---------------------------------------------------
                      MSN addresses are not for newbies or warez users to contact the pros and bug them with
                      stupid questions the forum can answer.

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                      • #41
                        Finished 2 animations last night
                        www.prughlenon.com/render/oceanstaticdivx.avi
                        www.prughlenon.com/render/oceanflydivx.avi
                        Might have to work on whitecaps, maybe using a falloff combination.
                        "A severed foot would make the ultimate stocking stuffer"
                        -Mitch Hedberg

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                        • #42
                          Looking nice! I'm playing around with your files, so hopefully I'll be able to gain some insight and post some results as well. I'm interested in the thoughts on the foam, as I have yet to figure that out.

                          Keep it all coming!

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                          • #43
                            Looking good!!!

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                            • #44
                              Just did a quick testfile to show what i meant for foam. it looks but ugly, just meant to show the concept of using a mapped gradient for foam mapping on the tips of big waves and also use this map for pflow birth control.

                              Kind Regards,
                              Thorsten

                              http://www.instinct-vfx.de/temp/vray/sprayandfoam.rar
                              Maxfile is R9

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                              • #45
                                looks like the link is down, I missed it
                                --Muzzy--

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