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.
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)
Mao thats nice new ! Good work on shader and so on thanks ! As a side note any way to tune it to make the sea more like desert dunes? I was wondering the other day how to make them and I come across this script for max…
I was wondering about HOT and its tiling, for example if you zoom out the tiling pattern is very noticeable, is there a way to avoid the tiling at all? The vray results look great though!
Yeah, allthough Tessendorff tiles can be very large tiling can become a problem.
I know that Naiad has a system based on HOT that randomizes the ocean structure.
An idea would be to blend two hot ocean surfaces based on a noise map. Ive seen people do it with Mayas ocean.
By the way, sorry for the delay.
I didnt have time for personal projects lately so the plug is still on hold.
Ill try to finish it during christmas holiday