Ok, an update. Did a test render based on the HOT library(Houdini Ocean Toolkit).
With help from Nico Rehlberg I was able to compile and output HOT data to Vray for Maya.
Right now Im using Vector Displacement and also a "foam map" (Eigenvalues<0) that indicates where the wave breaks.
Video 1 shows a HOT ocean surface with water shader and simple foam.
https://vimeo.com/49128478
alt download mov file: http://www.timjan.org/public/tessendorf_vray_v01.mov
Video 2 shows the same surface upclose with simple shading. Note the waves where it breaks/inverts.
https://vimeo.com/49128479
alt download mov file: http://www.timjan.org/public/tessendorf_vray_v02.mov
Technical stuff:
Im still trying to figure out what to include in the final Vray shader.
Useful stuff like the "Eigenvalues" indicates where the wave breaks, but there also seems to be some "foam vectors", Eplus and Eminus.
Any Tessendorf experts or creative individuals that have any idea what these can be used for?
Saw some blender guys digging in on the Iwave solver to get reflecting waves.
Can this be combined with HOT/tessendorf??
I think Maya Ocean optimize ocean displacement by outputting all the fine details with bump maps.
Can this be a good idea here aswell? (all waves shorter than x::bump maps)
To be continued...
With help from Nico Rehlberg I was able to compile and output HOT data to Vray for Maya.
Right now Im using Vector Displacement and also a "foam map" (Eigenvalues<0) that indicates where the wave breaks.
Video 1 shows a HOT ocean surface with water shader and simple foam.
https://vimeo.com/49128478
alt download mov file: http://www.timjan.org/public/tessendorf_vray_v01.mov
Video 2 shows the same surface upclose with simple shading. Note the waves where it breaks/inverts.
https://vimeo.com/49128479
alt download mov file: http://www.timjan.org/public/tessendorf_vray_v02.mov
Technical stuff:
Im still trying to figure out what to include in the final Vray shader.
Useful stuff like the "Eigenvalues" indicates where the wave breaks, but there also seems to be some "foam vectors", Eplus and Eminus.
Any Tessendorf experts or creative individuals that have any idea what these can be used for?
Saw some blender guys digging in on the Iwave solver to get reflecting waves.
Can this be combined with HOT/tessendorf??
I think Maya Ocean optimize ocean displacement by outputting all the fine details with bump maps.
Can this be a good idea here aswell? (all waves shorter than x::bump maps)
To be continued...
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