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Free Ocean Waves Sim

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  • #61
    Now that would be a cool "depth" test for the water

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    • #62
      is it possible to make an adaptive function to this sea? Calling maxscript gurus... ..Lele?

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      • #63
        What would be nice, was if the guy wrote this as a procedural map for max9 for use with displacement or normal map creation.
        Signing out,
        Christian

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        • #64
          hehe,

          I contacted the guy if he minds to share some code because I would prefer the polygonless variant for VRay

          Best regards,

          Dieter
          --------
          visit my developer blog

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          • #65
            dimo you god you
            still hopping to see the new beta version you mentioned on your blog

            ---------------------------------------------------
            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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            • #66
              This would be fantastic if it could be made into a procedural map. I haven't been able to work on my ocean recently, but hope to get more time next week.

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              • #67
                I did some tests with oceanwave

                here is what I got:

                http://hapate.com/~felix/temp/sea2.mov
                Best Regards,
                Erko Raaman

                www.erkoraaman.com

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                • #68
                  So your gonna share your water shader right

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                  • #69
                    4 stars man. Im also curious how the shader was done.
                    ____________________________________

                    "Sometimes life leaves a hundred dollar bill on your dresser, and you don't realize until later that it's because it fu**ed you."

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                    • #70
                      freakin amazing man!

                      please do share!
                      Nuno de Castro

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

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                      • #71
                        Thanks!

                        shader is very simple. it has the common water material settings and vraymaterial fog used.

                        For environment I used hdri.

                        For foam I used top/bottom material. This was done very quickly just that I can see if it works and it did quite well but not perfectly the top/bottom adjustment can be done a lot better I think.. it just needs some time. I plan to maybe try some particle emission form the top waves. this can be done in thinking particles with matterwaves which is quite handy when it comes emitting by material color. If I get any time I will try it.

                        Btw I did some color corretion in fusion5 and added some shappire effects like grain, glow, littlebit distort etc.
                        Best Regards,
                        Erko Raaman

                        www.erkoraaman.com

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                        • #72
                          Very nice! By "top/bottom material" do you mean vray 2sided material?
                          "A severed foot would make the ultimate stocking stuffer"
                          -Mitch Hedberg

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                          • #73
                            I would say he means Max's top/bottom material, its good for things like snow caps on mountains.etc..etc... hence at a pinch it would work well here

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                            • #74
                              yea. it is max top/bottom
                              Best Regards,
                              Erko Raaman

                              www.erkoraaman.com

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                              • #75
                                Ideally this is what you would want to use for the foam

                                http://www.rpmanager.com/plugins/TensionMod.htm
                                Jon Reynolds
                                Method Studios

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