Surf again

Started by Dune, October 04, 2010, 03:10:32 AM

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Dune

The weather was too nice to be in house, yesterday, but I couldn't resist having another go at my waves again. This was done using a redirect shader instead of a twist and shear. One thing I couldn't find was a way to warp a line of functions and shaders after a get position, but it must be possible. I also couldn't get this to work (yet) with the functions where the rollers are limited to beaches (where a get altitude is used).
Furthermore, there are some things in the reflections that I couldn't get rid of, especially the grainy lights under the wave.
This one took 4.5 hours @ 0.6 and 5, with GI 1/1, and a fill light.
I also used Dandel0's  (slightly modified) caustics shader. Very nice, Martin, I never used it before. Although the effect is a bit lost here. By, the way, I didn't bother about the foam, just a simple white fractal ridge.

inkydigit

surfs up, where's my board?
great work so far, love the little fishy!

pedro

It's like you're working on solving relativity theory there, dune! (I mean, before Einstein of course). I'm slowly deciphering the node network on your beach scene from NWDA store. Makes me realise how much I have to learn, because even though I can just begin to get the gist of how it works, I have simply no idea how you came up with it! I'm really looking forward to seeing what this bigger surf evolves into... (Dune's General Theory of Surf perhaps?  :))

Henry Blewer

This is really cool. When I use the water shader now, I lower the reflectivity. 0.6 or 0.7 seem to work out well when I am making the water a bit murky. This also allows the small scale waves to be more apparent. It may work well with your larger waves.
http://flickr.com/photos/njeneb/
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