Waves?

Started by sjefen, February 04, 2007, 05:25:26 pm

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king_tiger_666

thats is some cool water deforming you have going on there!!!...

is the grainy clouds from not enough cloud samples apposed to atmosphere? or not enough atmosphere samples since 200 seems high

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MeltingIce

Quote from: king_tiger_666 on February 05, 2007, 05:34:07 pm
thats is some cool water deforming you have going on there!!!...

is the grainy clouds from not enough cloud samples apposed to atmosphere? or not enough atmosphere samples since 200 seems high



I'm guessing I could have used more cloud samples.  To keep the render time realistic however, I should just use less dense/volumetric clouds  :-\

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king_tiger_666

I got that "realistic render time" first hand experience with clouds!!!... :'( :'(

I'll have a look at appling your waves to some render... see what i come up with.. :D

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old_blaggard

It's pretty interesting.  The next step, of course, is to get them curling around :D.
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MeltingIce

Quote from: old_blaggard on February 05, 2007, 07:29:40 pm
It's pretty interesting.  The next step, of course, is to get them curling around :D.

Haha yea, I was thinking of ways to do that.  Maybe an altitude restricted redirect shader...

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choronr

I read something here in the forum within the last few weeks by someone of the Planetside admin that 'volumetric' water capabilities will be possible in the future.

old_blaggard

Technically, they're possible now (without transparency, of course) but there aren't any presets or shaders, so it's really hard to make it work.
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Mohawk20

Just made a siple object in 3DsMax...
A bit too simple, but it works, a little bit.
http://www.ashundar.com/CPG/displayimage.php?pos=-3808

Next up is Moodflows wave.
Howgh!

dhavalmistry

how do I attach water shader to terrain?
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Mohawk20

In the shaders field, delete the 'Base Colours' node, then rightclick and choose "Create Shader >", "Surface Shader", "Water Shader".

Connect the output form the 'Compute terrain' node to the input of the 'Water shader' node, and connect the output of the 'water shader' node to the 'Surface shader' input of the 'Planet 01' node.
Howgh!

dhavalmistry

here is my attempt towards waves (Of course it needs some more work)
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old_blaggard

Interesting.  They seem to peak too suddenly considering their size, but you're definitely on the right track.
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BPauba

I am thinking in the future we will create water like we create terrains. I am guessing that modified powerfractals and functional nodes will play a big role in creating these realistic waves. I believe this is just an emphisis of how powerful the functional nodes will be. We should alllll study em!

king_tiger_666

it would be cool if there were some wave perameters set into terragen 2. but this might be too much of an extention to tg2...
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BPauba

Quote from: king_tiger_666 on February 06, 2007, 09:54:41 pm
it would be cool if there were some wave perameters set into terragen 2. but this might be too much of an extention to tg2...


Hey king, can you elaborate on this idea? I would like to hear more...