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Way/Plugin for generating procedural shore ripples on water

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  • Way/Plugin for generating procedural shore ripples on water

    Hi,

    I know this tutorial: http://xoio-air.de/2011/procedural-wave-maps/

    I find it kind of cumbersome to use that and somehow the waves look strange on water. Is there another way to create this shore ripples on a shoreline procedurally?
    Talking about a lake and not much wind, I'm not talking waves, just ripples similarish to what that tutorial suggests. Is there a plugin that can deform the water surface or add a bump effect to it? For the actualy waves I use the PhoenixFD ocean texture.

    Actual displacement would be preferable, bump-mapping could be acceptable if it looks right.
    Software:
    Windows 7 Ultimate x64 SP1
    3ds Max 2016 SP4
    V-Ray Adv 3.60.04


    Hardware:
    Intel Core i7-4930K @ 3.40 GHz
    NVIDIA GeForce GTX 780 (4096MB RAM)
    64GB RAM


    DxDiag

  • #2
    Long time ago I did used noise modifier to replicate the water movement of the seashore, not sure if that's what you refer. You know the undulation of water coming and going to the shore. It was for a lake shore.

    What I did a subdivided a plane, then selected the tip vertex of one edge (the one pointing to the shore) then use soft selection to gradually decrease the effect.
    Then apply noise modifier and only use the X or Y values, that create an random undulation effect on the whole edge.

    Then just apply some shell modifier and some water foam combo material.
    Like this video
    http://www.shutterstock.com/video/cl.../12613061:6/3p

    Comment


    • #3
      That is indeed an acceptable way, sadly as I understand it it just works for straight shorelines, but I got really curvy ones :-/
      Software:
      Windows 7 Ultimate x64 SP1
      3ds Max 2016 SP4
      V-Ray Adv 3.60.04


      Hardware:
      Intel Core i7-4930K @ 3.40 GHz
      NVIDIA GeForce GTX 780 (4096MB RAM)
      64GB RAM


      DxDiag

      Comment


      • #4
        but, if the mesh penetrate your shore line, it doesn't matter. water try to stay parallel to the sky any ways, it bends but not much before it break. Then you would need a particle system if you want it to be more precise.
        you could use a distance text material to mask out a foam shader. that may help to hide the trick.
        Just some thoughts.

        Comment


        • #5
          To be honest I do not fully understand your setup and how you achieve lengthy waves which run along a curvy shoreline. Could you elaborate?
          Software:
          Windows 7 Ultimate x64 SP1
          3ds Max 2016 SP4
          V-Ray Adv 3.60.04


          Hardware:
          Intel Core i7-4930K @ 3.40 GHz
          NVIDIA GeForce GTX 780 (4096MB RAM)
          64GB RAM


          DxDiag

          Comment


          • #6
            I use a vray distance texture, with a noise of my choice in the distance slot.
            The distance is calculated from the shoreline and/or other objects, and is able to generate also ripples around geo sitting on the water plane.
            Lele
            Trouble Stirrer in RnD @ Chaos
            ----------------------
            emanuele.lecchi@chaos.com

            Disclaimer:
            The views and opinions expressed here are my own and do not represent those of Chaos Group, unless otherwise stated.

            Comment


            • #7
              Originally posted by ^Lele^ View Post
              I use a vray distance texture, with a noise of my choice in the distance slot.
              The distance is calculated from the shoreline and/or other objects, and is able to generate also ripples around geo sitting on the water plane.
              I use the vray distance texture as well,
              but an other great way to do this is using the volume select modifier with some custom shape
              Alain Blanchette
              www.pixistudio.com

              Comment

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