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General => Terragen Animation => Topic started by: luvsmuzik on August 02, 2018, 10:17:09 AM

Title: Water test
Post by: luvsmuzik on August 02, 2018, 10:17:09 AM
Trying Hanne's animation setup.
https://planetside.co.uk/forums/index.php/topic,24752.msg252757.html#msg252757

I got this far.....
Title: Re: Water test
Post by: WAS on August 02, 2018, 05:01:13 PM
Looks like it's coming along nicely. I haven't tried a go myself but it looks like the concept is coming through, just need to refine.
Title: Re: Water test
Post by: Hannes on August 03, 2018, 08:36:54 AM
It's quite tricky to get the right settings for the intersect underlying feature. Keep on trying. It wouldn't make any sense to tell you mine, because it depends on the displacement.
Title: Re: Water test
Post by: luvsmuzik on August 03, 2018, 08:58:08 AM
Quote from: Hannes on August 03, 2018, 08:36:54 AM
It's quite tricky to get the right settings for the intersect underlying feature. Keep on trying. It wouldn't make any sense to tell you mine, because it depends on the displacement.
Thanks Hannes! I realize that about the displacement and intersect underlying. I am just happy I got this far.  :) This will probably become a lifetime project, unless you sell it ;D This I would buy  :)
Title: Re: Water test
Post by: luvsmuzik on August 03, 2018, 12:33:36 PM
Upload test. Anything over 2000K won't upload today
Title: Re: Water test
Post by: luvsmuzik on August 17, 2018, 09:51:35 PM
This ocean was not created by me, but I did get it to animate. 4 octaves  of voronoi displacement. I moved this on the x axis 0-50 for 50 frames, then 50-0 another 50 frames with the transform input. I increased and decreased the water shader roughness at the same rate.
This is two sets of the 100 frames. Render quality is low resolution for testing.
Title: Re: Water test
Post by: luvsmuzik on August 18, 2018, 08:16:10 AM
Reduced voronoi scale (foam) and decreased water roughness.  100 frames rendering in 2 hours at this small resolution. Edit Hmmm I can't lock the render resolution scale on You Tube, guess I will have to increase it. Edit I removed this link due to render resolution quality,

200 frame link at proper resolution scale. File size at 300 frames top large for TG upload.  :)
Title: Re: Water test
Post by: DocCharly65 on August 18, 2018, 10:19:46 AM
Nice start.
I started an experiment with Ulcos help two years ago too but it's on ice for the moment. Just to many other things to render ;)
Title: Re: Water test
Post by: Hannes on August 18, 2018, 11:53:55 AM
That looks already nice! But the back and forth movement looks a bit unnatural to me.
Title: Re: Water test
Post by: luvsmuzik on August 18, 2018, 01:18:38 PM
Quote from: Hannes on August 18, 2018, 11:53:55 AM
That looks already nice! But the back and forth movement looks a bit unnatural to me.

Thanks Hannes! I was just happy to get it to move at all. ;D It is forever experiment for me. I have another trial rendering, so we shall see.  :)

Here I grabbed Ulco's merge from your post. I love it when I almost understand what he is talking about. ;D
Title: Re: Water test
Post by: luvsmuzik on August 19, 2018, 06:12:58 AM
Some adjustments.  :)

https://youtu.be/Zae0W3yT3v4
Title: Re: Water test
Post by: WAS on August 20, 2018, 04:16:33 AM
Quote from: luvsmuzik on August 19, 2018, 06:12:58 AM
Some adjustments.  :)


REALLY cool experiment going on here luvs. I see what you're doing and immediately impressed. I can't wait to see this evolve. I wonder if you could have a third surface/merge sort of deal which was "Static Ocean" and than use a masking merge of the islands wake area for the "Surf".
Title: Re: Water test
Post by: luvsmuzik on August 20, 2018, 01:23:15 PM
Quote from: WASasquatch on August 20, 2018, 04:16:33 AM
Quote from: luvsmuzik on August 19, 2018, 06:12:58 AM
Some adjustments.  :)


REALLY cool experiment going on here luvs. I see what you're doing and immediately impressed. I can't wait to see this evolve. I wonder if you could have a third surface/merge sort of deal which was "Static Ocean" and than use a masking merge of the islands wake area for the "Surf".
I get what you are speaking of WASasquatch. A border of foam left at the shoreline would be cool. I have seen Hetzen's tidal shoreline waves movement animation and a few types of coastline foam. Dune did some shoreline foam waves with simple shapes shaders that are very cool.
Wave scale in this file is quite large on the water shader, 460, I think. This file may have been created for aerial view rather than shoreline, as I have reduced the voronoi octaves to 25% in this last render.

This is the two waves Dune solution again. I changed the default shaders to layers to set slopes , but I made the water shaders reflective and added addition reflective shader at the tail end of that. I increased water wind patch size and effect and played with the roughness and wave scale.

This render ....two waves reflective...37 hour render on the 4GIG. I won't be doing that again anytime soon.
Title: Re: Water test
Post by: Dune on August 21, 2018, 02:14:35 AM
It's probably a lot faster when RT is off in your reflective shader. You could fake reflecting a blue sky with a bluish reflection color.
Title: Re: Water test
Post by: luvsmuzik on August 22, 2018, 08:36:01 PM
Continuing work on the 4 octave voronoi foam ocean....

Reduced water wave scale and changed a few things. 150 frames / 15 hours. I made this clip longer by adding a second set in reverse order.
I added some shoreline foam in a very restricted masked surface layer. I will next attempt to move shoreline foam/residue with altitude constraints on the shoreline foam layer. I want it to appear that the water pushes the shoreline foam forward onto the beach and recedes leaving some foam residue. I hope that is possible. Preview looks okay.

https://youtu.be/9XOhI_1359Q
Title: Re: Water test
Post by: WAS on August 22, 2018, 11:13:19 PM
Quote from: luvsmuzik on August 22, 2018, 08:36:01 PM
Continuing work on the 4 octave voronoi foam ocean....

Reduced water wave scale and changed a few things. 150 frames / 15 hours. I made this clip longer by adding a second set in reverse order.
I added some shoreline foam in a very restricted masked surface layer. I will next attempt to move shoreline foam/residue with altitude constraints on the shoreline foam layer. I want it to appear that the water pushes the shoreline foam forward onto the beach and recedes leaving some foam residue. I hope that is possible. Preview looks okay.

https://youtu.be/9XOhI_1359Q

The movement is really nice like the foam on the beach though a little hard maybe. The rises against the beach look  a little odd but I'm sure a surface layer using some terrain subtraction and smooth surface could fix that.

If you made your wakes separate and piped into the water it could than be re-added to the smooth surface to have wakes "rolling" onto the surface.