Waves, once more

Started by Dune, April 15, 2011, 03:14:15 AM

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Henry Blewer

Looks a bit like a wave tank. I think the waves may be too regular, which is what you are working on... The water coloring and transparency depth seem quite good.
http://flickr.com/photos/njeneb/
Forget Tuesday; It's just Monday spelled with a T

Themodman101

Wow that looks really complex!  :o

max_thehitman

#62

All I can say is... AMAZING ART!

*Big Applause*

by the way, I found a nice cool beach chair  8) in various file formats (.obj) if you would like
to use in your cool beach paradise scene... http://www.turbosquid.com/FullPreview/Index.cfm/ID/531066
It´s FREE!

jo

Hi Dune,

That's some really cool stuff you've been doing, very impressive :-).

Just to be a pain, waves are often considered to be trochoidal in shape rather than sine:

http://hyperphysics.phy-astr.gsu.edu/hbase/waves/watwav2.html

My intention for implementing 3D waves was to do it using a trochoidal wave. One criticism of your waves is they look a little thick and lumpy near the shore. The characteristics of trochoidal waves might give a bit better look.

Not getting down on what you've been doing, just suggesting an avenue to explore to make it even better :-).

Regards,

Jo

Tangled-Universe

Here's a formula which might work nicely:

http://rfwisdom.wordpress.com/page/6/

As you see the reference he mentions is the same Jo just mentioned.

Dune

Thanks Jo and Martin. Interesting stuff. It seems the trochoidal waves are slightly pointier at the tops. The problem with my waves is that I can't do it mathematically (just no good at math). If this formula can be 'projected' onto a simple shape, and based on an X value, I'd be VERY happy though.
Jon has mentioned cooperation on this, and we might work out something together that's better than my method, but right now I have deleted all math again and made an irregular series of bands (PF's) of different sizes, which, so it seems, give a very nice effect. The sinuses are too regular by themselves, and should be influenced by the sea bottom (and wind). With the PF's I fake that effect, but it won't work in animation.

Large render now steaming. 

Hetzen

I can get that shape in math, and I can control steepness and breakpoint according to depth, and I'm pretty sure I can get surface layer masks to match that displacement. What I'd like to do is get the waves to have the option of direction as well as land slope influence, but first things first is to get the life cycle control gradients right, with the right constant relationships, ie wave count, max height, crash point etc.

I've done a lot of the preliminary work to see if these techniques are possible, I may even have a way of making the wave curl too!!! But all this gets very messy node wise, and it's really easy to get lost in the math when trying to solve problems. I'm hoping Matt will make a node modification that will make this somewhat easier.

I'm hoping that Dune could possibly help out with the texturing of various surface layers, whilst I chug along with the displacement mechanics.

Dune

This seems like a fruitful 'crashing' coop. In the meantime, I've rendered out 2 more with the power fractal waves. Just hit the seeds a couple of times, and changed the sun and birds. Not perfect as always, but the principle is here. I will compile a tutorial and put this up at NWDA soon. 

max_thehitman


What ever you are doing, you are doing great. *Big applause* Those are some pretty amazing scenes.
I personally like the first image posted from the latest two concepts. The sunlight coming
in from the right side and casting some light and shadow on the cliffs is just super.
Also as a very good idea , was to add the seagulls flying about over the cliffs and waves.
A most wonderful looking and realistic scene. Congrats! Both are Top notch artworks, but as a
favourite, I prefer the first scene as best of the two. Its just perfect.

I have been checking out all your previous artworks and posts and I have to tell you
that you have a great artistic vision for these sort of scenes. I would not be surprised
if a Hollywood studio executive or film director would give you a call for you to go and work for
a few films doing matte paintings.
Did you know WETA Studios with Peter Jackson (Lord of the Rings Director)
is currently working on a new film based on the old "Planet of the Apes" classic series movies? Remember
the classic movies with Charlton Heston? Those were very cool to see. (Check out YouTube for latest trailer)
The new film will be a re-make of the "Rise of the Planet of the Apes" and it will be set somewhere in San Francisco,
California (USA), where many such cliffs and waves, like the ones you have just created are found.
These scenes you are creating could very well pass for a California type of cliff with waves. So Matte
painting digital-art is defenitly your calling as an artist, but I am sure you are also very creative artist in other fields too.
*Big Applause* I wish you the best in whatever you do man, you got style!

Dune

Thanks for your kind words, Max. I sure hope to do more with TG2, as the bucket of usual commissions in my field is slowly getting empty due to our new governments' policy. I have indeed thought about combining TG2, modeling, photography and painting into the production of images/backgrounds. I am getting experienced by now, even got work (paintings) in a US museum's collection... marketing is the main problem. Check out my website (underneath).

Anyway, time to spare to get into TG2, and here's another seascape. Just a quick detail 0.4/AA4 render to test.

Dune

If anyone is interested; I've just uploaded an illustrated tutorial and 2 tgd's at the NWDA store for a modest sum. http://store.nwdanet.com/terragen2store/6-terragen-2-presets/23-water.html
It's a completely new method, and has some interesting advantages, as well as some limitations. Here are two sample images of the tgd's to wet your appetites  ;)

cyphyr

Lovely images, heading over to the store now :)
Richard
www.richardfraservfx.com
https://www.facebook.com/RichardFraserVFX/
/|\

Ryzen 9 5950X OC@4Ghz, 64Gb (TG4 benchmark 4:13)

Dune


FrankB

Nice one, Ulco, well done! :)

choronr

Quote from: Dune on April 29, 2011, 11:37:44 AM
If anyone is interested; I've just uploaded an illustrated tutorial and 2 tgd's at the NWDA store for a modest sum. http://store.nwdanet.com/terragen2store/6-terragen-2-presets/23-water.html
It's a completely new method, and has some interesting advantages, as well as some limitations. Here are two sample images of the tgd's to wet your appetites  ;)

Thanks Ulco, your tutorial and .tgds are a must for learning the process. You might also consider another for your roads, railroad; and, for the tire tracks and foot prints.

I'll be heading over to NWDA later today. These latest images are super!