Free Ocean Waves Sim

Hey everyone,

just had been pointed to this by some friends. Looks pretty neat and is free. It´s tileable and based on the Tessendorf Paper.

Maybe helps

http://charles.hollemeersch.net/Projects/24/oceanwaves

Regards,
Thorsten

Wooo hooo!!!

Many thanks Thorsten!

You can never have enough ocean shaders :slight_smile:

Rob.

Cool looking plugin. Thanks for the link. I wonder if it works with max9.

Regards,
Mike

That looks damn cool.

Pity its a max6 plugin tho :cry:

wow very cool. Its not a shader though. Too bad its scale is not changeable.

for the max9 peeps I wonder if an animated displacement map could be made and used.. wonder what render times will be like.

Might give it a shot.

Interesting idea daforce. I have had very little control over animated noise. But diplacement…Hmmmm

Regards,
Mike

Well tested it out and it works fairly well.

Rendertime is alot higher for the displacement version, but that is just using default displacement. Im sure it could be possible to get lower rendertimes with better setup of the displacement.
I was doing this all thru VNC so couldnt really be arsed testing it all too much :smile:

With the displacement version I used the water level to cut of the flat edges around the waves, if you used a large area these parts would be off screen and not matter how they looked.

Using the Plugin. 24s

Using 3D Displacement, 1m44s

Using 2D Displacement, 1m34s

ya I did some messing with it as well. The plugin object looks alot better with a smooth modifier on it. Turbosmooth just jack it up big time.

Yeah I noticed that as well, it looks very faceted. I imagine a smooth mod would help a fair bit too without adding to the poly count.

yeah it works well. completely screws your viewport performance though…

Yeah i imagine it would :lol:

I wonder if it will ever be re-written for max9, and maybe with more scale/tiling control.

:shock: wooohooo! i can’t believe it! and it’s free! and tileable! amazing! too good to be true!

instinct, you’ve made my day! hell, you’ve made my year!

ahh, ofcourse, too good to be true - it doesn’t work with max 9?

As I said early.. no it doesnt. Hence my tests with displacement for using in max9 :smile:

ah, sorry about that, got too excited to read up - gotta check out the displacement way though, and hope for a max 9 version :slight_smile:

Pretty nice script. I just ran a test on it in Max 8, tiling the mesh and applying the ocean shader I built for the work I’m doing on my drilling platform. I haven’t tried an animation yet, so no telling how obvious the tiling will be with the waves. Here’s my result:

Pretty good result !!
Need a bit of transparency :wink: :roll:

At that angle it looks pretty good to me.

Would need to see it on a larger scale at a wider angle perhaps to see if its really noticeable.

I agree about the transparency. The problem is that when I add depth to the ocean mesh it messes everything up. I’m not sure how I’ll be able to give the ocean mass.

I threw in a teapot to see what it looks like and the refractions look nice, but since there’s no depth, you can’t see any of the teapot that’s below the water level.