For your water files that will help push us toward better water renders...here's my start. Some of this clip file might need to be changed to work with the present water transparency.
These are good initiatives Calico.
You might consider posting a screenshot along to show what the clip has to offer.
POV RipplesThis is a clip file which produces a pattern of ripples similar to those created by POV-Ray's ripples normal pattern. The clip is based on the ripple functions I used here: http://forums.planetside.co.uk/index.php?topic=4524.0
For convenience the clip includes a water shader with the waves zeroed and the displacement shader that makes the ripples.
There is a Constant Scalar to the right of the Ripples Group which can be changed to change the size of the ripples. This also affects the height of the ripples to keep them proportional. The height can be changed independently with the Displacement Multiplier in the displacement shader.
The ripple pattern is built by averaging the sine of the distance from eight arbitrary points. The pattern of ripples can be changed by moving these points, which are defined by eight Constant Vectors in the Ripples Group.
The sample image shows the clip applied to a 1 metre radius lake placed 10 metres above the default terrain.
Thanks, Mr. L. This is interesting work...very functional. :P
Seriously, the only way I've found to understand functions is either through someone's generosity like this or especially when we have threads devoted to one thing or another using functions. Thanks!!
Great idea these libraries calico...kudos for getting it started and thanx both for these waters which I shall explore later.. ...
Here is the link to my TG water-caustics files, I can't see the option to move the topic to here manually so I'll just link to it here and attatch the resulting images from each file as examples.
You can see the discussion and download the .tgc/.tgd from this link...
http://forums.planetside.co.uk/index.php?topic=4677.msg48831#msg48831
On sand: - .tgc available
[attachimg=#]
On Rocks: .tgd available
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Thanks. :)
The joke of Mr_Lamppost make me think that I could share "mes ronds dans l'eau".
Here is a clip file containing the displacement function and the water shader I used in my post
http://forums.planetside.co.uk/index.php?topic=4738.0 (http://forums.planetside.co.uk/index.php?topic=4738.0).
I'll be happy to see it in a picture more realistic than mines.
Bye.
Pascal.
Why do you use a dot operation followed by a square root, one 'length to scalar' does exactly the same.
Or you could use implicit conversions by connecting the three outlets from the 'Distance to center' directly to the 'Subtract from center'
Nice by the way 8)
One way or another, this is still cool. I love it. RIPPLES and WAVES!!!
Updated 10/9/2008
I think I'm happy enough with this to take it out of beta and put it here for others to use. This clip demostrates a method for creating lakes and rivers on TER files for real world data. You need a TER file and an image map to define where the water is supposed to be. I'll post a demo image when the latest test of this finishes rendering. More notes in the development post <http://forums.planetside.co.uk/index.php?topic=4746.0 (http://forums.planetside.co.uk/index.php?topic=4746.0)>
[update]
Should have checked the clip file I saved. Downloaded it for a test at work and realised half of the nodes were missing. Fixed now
[/update]
Wow, Ben. Thanks.
Downloaded!!!
Instant Atlantic ocean.Derived from the ocean surface used in this render:
http://www.terragen.org/gallery/displayimage.php?pos=-5822http://www.terragen.org/gallery/displayimage.php?pos=-5822
The clip file will insert a new "Atlantic" group into your scene which contains the default lake object and all the displacements and shaders.
COOL! This is awesome, Mr. Lamppost. Thank you.
Just when I think I'm making progress, here comes a wave algorithm using many of the functions I do not understand, yet. :'(
Thank you for sharing this. If I look at enough of these, it will start to make sense to me. I hope.
I forgot about the water library. :D
Here's my water masking files that eliminate subterranean rendering of water objects. This can save you hours on a render where you need a very large water object, like a long river, but you don't need water everywhere in the scene(like under mountains for instance).
http://forums.planetside.co.uk/index.php?topic=8779.0
Thanks for looking/reading/downloading/etc'ing/etc.
Updated links to my water files that are no longer available at the above links:
What another GREAT Thread and posts! Super valuable information!
THANK YOU ALL for sharing your art!
Having read the water files with interest, I wonder if anyone has actually produced an underwater scene? I found a tut, but it stopped me dead when it said to turn a plane upside down. What was he on about? How does one turn a plane upside down in TG3? I had several goes at this but nothing much came of it. I have no trouble producing underwater scenes in other 3D progs, but TG3 seems to have a mind of its own in this direction.
I remember this:
http://www.planetside.co.uk/forums/index.php/topic,12040.0.html
With more search you could get more results probably.
Bobby Star did an under water scene that came out pretty well, maybe he will check in
Thanks for pointing me in the right direction, guys. I used the Tgd and found that there was no water involved, just clouds!!!! Surprise, surprise! Anyway, I did a quickie and this is what I got. Now I can start from scratch, adding things like bubbles, godrays and other bits and bobs until it starts to look like a picture. Thanks again.
rat.
The idea about the upside down plane was to get waves seen from below. I don't know if that still works... but it did (this is an oldie).
Yeah, see what you mean. The depth my boat's at, I doubt whether one would see the undersurface. However, by using caustics, I'm sure the light power will break up adequately anyway and give a few rays. We'll see. Usually the water has to be a bit shallow to see caustic effects on the sea floor. Incidentally, there would be no fish anywhere near my submarine due to engine vibration, so they're out.
rat.
Quote from: DannyGordon on August 23, 2013, 09:33:26 AM
Bobby Star did an under water scene that came out pretty well, maybe he will check in
Heh heh heh, don't get here as often as I would like...I used a localized Cumulus with full cover and very low density. I had the Sun light coming from the back left and had seaweeds to break that up to fairly good effect,
https://s3.amazonaws.com/bw-1651cf0d2f737d7adeab84d339dbabd3-gallery/media/folder_235/file_2341915.jpg
Quote from: chaps on September 07, 2008, 02:31:43 PM
The joke of Mr_Lamppost make me think that I could share "mes ronds dans l'eau".
Here is a clip file containing the displacement function and the water shader I used in my post
http://forums.planetside.co.uk/index.php?topic=4738.0 (http://forums.planetside.co.uk/index.php?topic=4738.0).
I'll be happy to see it in a picture more realistic than mines.
Bye.
Pascal.
When i use the file i cant find any ripples. Anybody knows where they are?
Even if i copy and paste the coordinates in the camera...
Regards
Peter
There is a constant called Centre in the droplet clip. Copy valid coordinates from your Preview window and put them in the Centre constant to define the center point of the ripples.
The droplet clip has its own large Lake defined. Copy valid coordinates from your Preview window to the clips Lake coordinates to define where you want the center of the lake and give it a reasonable size.
Thanks a lot to Fleetwood :)
Very cool. Thanks.
Thanks man...cool looking water.
Quote from: Dune on August 23, 2013, 11:14:50 AM
The idea about the upside down plane was to get waves seen from below. I don't know if that still works... but it did (this is an oldie).
Just noticed a shark stuck half way in the slope right....
Just added this to the scene I was working on from the other thread. Going to test render now and see what I have to do to get the sediment the way I want. Thanks again.
Hey, guys! Help me please... I'm trying to make animation water. but not understand, how make it move. What shader necessary use?
I'm use Terragen 4.
This is not really the best place to ask. Here is better: http://www.planetside.co.uk/forums/index.php/board,1.0.html (http://www.planetside.co.uk/forums/index.php/board,1.0.html)
But the principle is that you can add a transform shader between some power fractal for the waves and the water surface. Changing the Y (and if necessary X and Z) values along the frames will get the fractal displacement to move. Another possibility is using the 4D noise in the animation tab. One requisit being that you have the animation version of TG.
But I primarily suggest using the search function and read all posts and threads about water and animated water. Lots of clues and info there.
Good luck.
You can also just animate the default shapes (displacement) of a Water Shader using the same Transform Input Shader method. Put the Transform shader after the Water Shader (water shader feeds into the Transform Input's input port), then enable Translate in the Transform Input Shader and animate the x, y, z values to change over time. Y animation (middle value) will make the noise seem to "evolve" (change) over time, while x and z animation will make the waves simply appear to move or "slide" across the surface.
- Oshyan
Droplets and rings can be made procedural with this method. I don't say it's perfect, but you won't need an array.
Quote from: Dune on August 23, 2013, 11:14:50 AM
The idea about the upside down plane was to get waves seen from below. I don't know if that still works... but it did (this is an oldie).
this is still inspiring and I must try it in TG4
Quote from: Dune on January 25, 2017, 12:35:14 PMDroplets and rings can be made procedural with this method. I don't say it's perfect, but you won't need an array.
It's funny I was just thinking of doing this in a similar way, forgot about it, than came here for the advise Oshyan dropped on animation, and saw yours. Well done, in my opinion. I think it's just missing an outward lean, and center lift in some of them, and inward dimple in others for the drop impacts.
Thanks for sharing.
Ah, that's an oldy. I don't know if I ever took it further, but center lift/dimple won't be too hard I guess, and (from my head) outward lean should be possible too.