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General => Image Sharing => Topic started by: Dune on January 11, 2013, 02:59:42 AM

Title: Foam
Post by: Dune on January 11, 2013, 02:59:42 AM
Testing some foam (warped Voronoi). Never mind the temporary rocks.
Title: Re: Foam
Post by: pokoy on January 11, 2013, 04:17:28 AM
Fantastic!
Title: Re: Foam
Post by: Mor on January 11, 2013, 07:43:55 AM
wow!
Title: Re: Foam
Post by: Kadri on January 11, 2013, 09:16:41 AM
Great!
Title: Re: Foam
Post by: choronr on January 11, 2013, 09:27:44 PM
Some of the nicest foam I've seen. Is that your alternate way of making water?
Title: Re: Foam
Post by: TheBadger on January 11, 2013, 10:01:46 PM
Looks really good in some places, Ulco. But not so good in others. But I am betting you will get it working just like you want. Looks like your almost there now.
Title: Re: Foam
Post by: Jo Kariboo on January 11, 2013, 10:26:59 PM
Excellent!!! Very convincing foam!
Title: Re: Foam
Post by: masonspappy on January 11, 2013, 10:29:15 PM
S-o-o much better than the foam I came up with last year. It looked like smeary chalk lines drawn by a drunkard
Title: Re: Foam
Post by: Dune on January 12, 2013, 03:47:29 AM
No, Bob, it's not my alternative way of making water, just the foam I was experimenting with. Like I said; take a few sizes (0.3, 0.5, 0.8) of Voronoi (use get position in texture as input), mix these (merge shader), invert by color adjust shader (shift the sliders a bit to get best results)  and warp by a quite smallscale (0.4, 2, 0.05) ridged fractal as input for vector displacement shader. Use that to blend foam (plain white surface shader, coverage decreased if you want it simple) after the water shader.

A small problem with this iteration is the foam remains on the rock sides; the height should be warped. The line is now too straight. Back to work.
Title: Re: Foam
Post by: Icegrip on January 12, 2013, 04:08:46 AM
Looking great!  :) If you get rid of the straight line you mention it will look even better!
Title: Re: Foam
Post by: zaxxon on January 12, 2013, 11:16:35 AM
Inspiring work Dune!
Title: Re: Foam
Post by: Dune on January 12, 2013, 12:32:39 PM
By the way; there is something I know, but don't understand. Can anyone shine a light on this phenomena? Switch between the two surface layers in this example. If you use the fractal as blender the water is water plus the white 'foam', if you use the white of the fractal as a child, the water turns black. Huh?
Title: Re: Foam
Post by: choronr on January 12, 2013, 05:31:50 PM
That latest iteration is not bad at all when you think for a brief moment after the water recedes, it leaves a trace of foam that quickly vanishes ...just using my imagination.
Title: Re: Foam
Post by: Dune on January 13, 2013, 02:26:51 AM
That was the idea.
Title: Re: Foam
Post by: j meyer on January 13, 2013, 10:26:09 AM
Quote from: Dune on January 12, 2013, 12:32:39 PM
By the way; there is something I know, but don't understand. Can anyone shine a light on this phenomena? Switch between the two surface layers in this example. If you use the fractal as blender the water is water plus the white 'foam', if you use the white of the fractal as a child, the water turns black. Huh?

I guess you have figured it out in the meantime or maybe it was a joke anyway....
So,just in case,here are my two cents:
Using the Power Fractal as a child means anything that is covered by the Surface
Layer will be filled by its child also and since the SL is not masked or blended it
covers anything and so does its child.There was only one of the color checkboxes
ticked,though,but TG seems to interpret that as nothing and nothing will be
rendered as pure black,whereas the color black would be a dark (noisy) gray.
When the PF is connected to the SL black or nothing gets interpreted as
transparent,just like with opacity,and thus the water shines through.
I hope that makes sense to you and excuse my lay way.
Title: Re: Foam
Post by: Dune on January 13, 2013, 11:49:48 AM
Sounds reasonable (and it wasn't a joke), but if you overlay a one color fractal over another, the underlying colors aren't blackened, so why would it with the water shader?
Title: Re: Foam
Post by: j meyer on January 13, 2013, 12:06:31 PM
I don't know,maybe it has to do with the inner workings of the Surface Layer node.
Let's hope for some words of wisdom from Matt.
Title: Re: Foam
Post by: Lady of the Lake on January 13, 2013, 09:32:27 PM
Just super foam and water.  You guys just amaze me with your talent.
Title: Re: Foam
Post by: Dune on January 14, 2013, 09:26:45 AM
Thanks.

I made an ancient fire beakon to complement this 'Homecoming'.
Title: Re: Foam
Post by: FrankB on January 14, 2013, 02:07:37 PM
very nice! I like how the foam is dripping off, or crawling up the stones!

Title: Re: Foam
Post by: Martchi on January 14, 2013, 02:16:15 PM
Excellent work!
Title: Re: Foam
Post by: choronr on January 14, 2013, 03:00:24 PM
The first of these last two images are so nice. The light, reflections and foam blend this composition beautifully. 
Title: Re: Foam
Post by: schmeerlap on January 15, 2013, 09:31:30 AM
Best TG2 foam I've seen by a country mile.
Title: Re: Foam
Post by: Seth on January 15, 2013, 12:12:14 PM
very nice foam. the best so far :)
Title: Re: Foam
Post by: inkydigit on January 15, 2013, 05:58:23 PM
Shiver me timbers and blistering barnacles!
That foam is astonishingly good!!
:)
Title: Re: Foam
Post by: Jo Kariboo on January 15, 2013, 06:59:45 PM
Very nice again !!! The two last one have a beautifull sky, light and foam.
Title: Re: Foam
Post by: Dune on January 16, 2013, 02:48:05 AM
Thanks guys. Otakar (Jake) asked me about the problem of using terrain elevation for foam distribution, which was partly handled at the fuze, but here's a quick setup of the basics. You can use the blue nodes to convert the displacement of the perlin terrain (you can add a Y height to shift the foam to and from the coast), and/or use the distribution shader as a blender for the surface shader to get the foam restricted to the highest waves.
Title: Re: Foam
Post by: N810 on January 16, 2013, 02:59:44 PM
Wow...  :o

I think this need to be a perminent feature in the water shader.
(Like fake foam was a feature in terragen 0.9 )
Title: Re: Foam
Post by: Hannes on January 16, 2013, 04:37:22 PM
This looks really damned good!!
Title: Re: Foam
Post by: masonspappy on January 16, 2013, 06:15:34 PM
It does look really good. I have a water rendor I abandoned some time back. I'd like to apply this information and see what happens
Title: Re: Foam
Post by: otakar on January 17, 2013, 12:29:29 AM
Thanks for the capture! Much appreciated.
Title: Re: Foam
Post by: TheBadger on January 17, 2013, 01:39:30 AM
looks good ulco