Inspired by Hannes' latest terrific render. First one doesn't have any ground details, btw.
Looks fantastic, Ulco!!
Funny, right after you wrote that you were planning to do some water again, I thought I might give it a try as well. I'm animating something atm.
How did you get the more transparent (backlit) parts of the peaks of the waves?
Amazing light on/in those waves!
The lights are great on the waves.
Really nice!!
Are you using just water shader or something else?
Quote from: Hannes on June 05, 2016, 04:35:35 AM
How did you get the more transparent (backlit) parts of the peaks of the waves?
I was gonna ask that and if it was an improvement in TG 4. Ulco is an Alpha tester?
Brilliant Ulco, see my comment /reply to Hannes
Amazing stuff.
Excellent, Ulco!
...and of course I am as curious as Bobby and Hannes... ;)
I can't imagine that there is a glass- or water shader playing a role?
It is, of course, a water (or glass) shader. That's the only thing that can do real transparency and refraction in Terragen. There is no notable change in this in Terragen 4.
- Oshyan
Sorry Oshyan, but there's not really a water shader (nor glass shader) in here, except for the smaller waves pattern (but with no reflectivity/transparency). I will spill the beans, as you are all so enthusiastic ;) It's a default shader with translucency and a bit of luminosity basically driven by the whites of the wave PF (so, the higher parts), on top of that a reflective shader, and a more or less changed foam from Oleg's file. Basically.
Translucency can do THIS??!! wow, cool!
And good to know.
Clever and good to know.
Quote from: Dune on June 06, 2016, 02:51:39 AM
Sorry Oshyan, but there's not really a water shader (nor glass shader) in here, except for the smaller waves pattern (but with no reflectivity/transparency). I will spill the beans, as you are all so enthusiastic ;) It's a default shader with translucency and a bit of luminosity basically driven by the whites of the wave PF (so, the higher parts), on top of that a reflective shader, and a more or less changed foam from Oleg's file. Basically.
Thinking about the render times i was curious about this. Nice method Ulco.
Very nice effect Ulco and cool/clever technique for this.
I guess many, including me, had a "yes of course" moment when reading how you did it :)
Very good results again! Realist wave!
Hah, well I stand corrected (in part). Well done.
- Oshyan
Quote from: Dune on June 06, 2016, 02:51:39 AM
Sorry Oshyan, but there's not really a water shader (nor glass shader) in here, except for the smaller waves pattern (but with no reflectivity/transparency). I will spill the beans, as you are all so enthusiastic ;) It's a default shader with translucency and a bit of luminosity basically driven by the whites of the wave PF (so, the higher parts), on top of that a reflective shader, and a more or less changed foam from Oleg's file. Basically.
fuggin brilliant, you are the master Ulco
So the waves are not generated by a water shader at all? I was wondering about the decay tint color if it is. What does lime green color in decay tint do anyway? Simply please.
It tints the water the deeper it is. Simple enough? ;)
;)
Again, inspired by Hannes, and curious if I could make it work (though I don't like working on animations, as you have to wait until the sequence is rendered). For foam to work nicely, there should be some kind of delay after it is formed by the highest peaks, so they die out slower than the ridges subside (and gather in clinging patches which are independantly blown away by wind, pffff). Needs blue math, I guess.
Holy Smokes, that's not photographic ? Absolutely the best CG water I've seen today...or ever!!!!
Thank you, Bobby. Not even a water shader ;) and extremely low-res.
That looks amazing, Ulco. Especially the first one. How did you do it?
Quote from: Dune on June 08, 2016, 08:51:04 AM
Thank you, Bobby. Not even a water shader ;) and extremely low-res.
That in itself is mind blowing...must have sped up the render times.
Quote from: Hannes on June 08, 2016, 09:11:14 AM
That looks amazing, Ulco. Especially the first one. How did you do it?
Hear! Hear! calls for a tute....this is one of the "grail techniques" along the lines of understanding blue nodes for those of us without a clue,
Quote from: bobbystahr on June 08, 2016, 09:32:32 AM
Quote from: Hannes on June 08, 2016, 09:11:14 AM
That looks amazing, Ulco. Especially the first one. How did you do it?
Hear! Hear! calls for a tute....this is one of the "grail techniques" along the lines of understanding blue nodes for those of us without a clue,
In the meantime I found my own way to do it (no blue nodes! ;D ;D ;D), but it's always interesting, what others did to get similar results.
Very nice tests Ulco :)
Great!
8) :)
Actually when I typed 'along the lines of understanding blue nodes for those of us without a clue,' it was a qualifier re: difficulty to achieve success with as I know Ulco rarely uses em
I wouldn't worry as you seem to have it down as well....
Very nice water movement, believable enough and the shader experiments are very clever.
Absolutely convincing results! Great, Ulco!
Another test.
It change. ;D But i like.
Very well done!
Having a go at this since you and Hannes started to post your results myself.
But I am far from anything good looking still atm. Especially the surfacing side of things.
cheers, Klaus
The problem here was to get it into an mp4 (h.264 encoder). It didn't seem to convert like the earlier tests, while they were also bmp's into avi (virtualdub). Strange, but another one is rendering now, see how that goes. I wonder if it's possible to sit one object on the plane/water, which bobs with the displacement. I tried a pop of ships, but at a certain frame suddenly a second ship sprouted from the waves ???
you can do the animation to see what happens and I spend my file ?
http://www.planetside.co.uk/forums/index.php/topic,20667.msg205623.html#msg205623
Cheers,
Nice work Ulco
Damn nice work!
I tried to combine water shader and default shader to get some transparency, but rendertime went way up, so I stick to default shader. But for perfection that would work.
The problem with default shader is that the water is of course not really transparent, so adding some dappled light on a 'bottom' is not really working, nor would putting a pier in. And the translucency throws some weird 'shadows' sometimes. It's only useful for particular circumstances.
I don't know which I posted, as I threw around the titles, so here are some extra tests.
And nr. 6.
Tut in short: Power fractal slightly stretched ridges, color only (reduce roughness, and uncheck clamping), animate Z and Y in a transform shader (I used 2 animated transform shaders, where one rotated the fractal about 20ยบ, multiplied the outcome to get waves to peak where they interact, you can also use 'add' for less impact), feed into displacement shader for waves. Output of the (multiplied) transform shaders feeds into color adjust shader, where you adjust the peaks. Feed into the translucency and luminosity of a default shader, which also bears the water colors (subtle bluish and green); I had translucency at 2, luminosity at 01. The displacement shader I output to a surface shader, which bears the default shader as child.
So now the tops of the waves light up. You can use the same, or another, color adjust shader to define the peaks for the foam, so feed that into a surface shader's mask input, where you can add a 'foam' fractal as a child. That surface shader of course goes after the default shader. Then feed that output into a reflective shader, and into a lake or plane.
And 7. I've had it again for a while now.
Good wave and foam dissipation roll on forefront wave in front of the rock! Good sun sparkles!
Wow, especially the last one is incredible!!!
Quote from: Hannes on June 10, 2016, 10:30:12 AM
Wow, especially the last one is incredible!!!
Echo.....
echo....
.echo.....
echo.....
echo.....
Well, what can we say? This has me intrigued. Looks awesome.
Really nice.
The fact that the foam makes sens with the shape of the wave is impressive. Well done!
Incredible!
Impressive!
Great!
Indeed, test-7 is excellent.
- Oshyan
yeah, that's damn impressive.
I think that you're going to have to make a set of these for sale at NWDA, I can rarely afford to actually buy stuff but I'd save for a set of these.
Lovely work Ulco. There's some head scratching going on there working those masks out. :D
Quote from: Hetzen on June 10, 2016, 07:23:52 PM
Lovely work Ulco. There's some head scratching going on there working those masks out. :D
heh heh, wish I'd said that
Nice work there. That last test certainly is quite a neat result.
Thanks guys. It was a nice mental challenge, but there are things I can't get to work properly, like you can see here. Foam streaming down the rock. I gathered the height mask could be displaced by using the waves a a basis, so when the wave subsides, foam streams after it, but I couldn't get the height mask properly done without using final position, which cannot be displaced. It's not a great deal to me, but it would be nice if that would work.
Furthermore, the vertically animated foam off the rock doesn't really go vertical >:(
And I guess a nice feature request would be to have the possibility for one object to sit on something (waves/plane), and can be 'populated' (or updated) with every frame, so you don't need a (not properly working) population of one instance to follow the waves.
The positive about not using a water shader (nor a compute terrain) is the speed. This animation took 2.5 hours (detail 0.4 AA3).
Abandoned on the ocean and his only companion the gallows. Poor lad on the rock wasn`t liked very much, it seems...
Even with the flaws around the rock the results are beautiful!
cheers, Klaus
Quote from: KlausK on June 11, 2016, 07:53:51 AM
Abandoned on the ocean and his only companion the gallows. Poor lad on the rock wasn`t liked very much, it seems...
Even with the flaws around the rock the results are beautiful!
cheers, Klaus
hee hee hee, and I agree.
Still interesting test Ulco. The speed is really great too.
This will be my last for now. I still need to find a way to direct the animated height of the wave into the height of the foam dribbling down the rock (preferably with a delay of some frames). Seems so simple, but I probably can't get it to work as I use no compute terrain.
I did use some warp to bend the waves around the rock a bit.
Whatever you want to make better, Ulco... I have seldom seen better animations of ocean water in general... and never rendered with Terragen! :)
I think the foam down the rock already looks quite good. As far as I remember the water running down the crevices of such a rock after a wave has hit it, runs down quite randomly depending on the depth of the crevices, so in my opinion this is already great. Maybe too much correctness would look unnatural?
Supergood. Love how real the dancing reflections on the water feel. At least the poor guy on the rock died with a stunning view. :D
But I see what you mean about the water not matching the draining water on the stones... if it is unfixable for now, you could simply rise the sea level a little more and hide the details behind some light mist/fog, lower the sun a little more... :D But I guess that wouldn't fit the style you are after, nor the intention behind you doing this animation.
As I said, really nicely done. Will try to recreate. :)
No, I think the foam running down needs to be better and can be done better. I will get it some day.... (hiding is no option).
That day has come (I think). Some issues still. The pumping water around the rock is a bit overkill, foam isn't hard enough, etc.
Very impressive. Never thought that this would be possible with Terragen. Is there a chance that you release your water setup on NWDA (or somewhere else)?
I might do that.
Here's an updated version. I'm not quite satisfied with the foam running down the rock, so I stretched the fractal a bit more and sped up the 4D, also stretched the wave mask for it a bit, so it stays longer (hoping that works). And added foam remains. I was hoping to get some sort of tails behind the foam activated by the ridged part of the waves, but I don't quite know how I can achieve that, as that foam is masked by the waves, so as soon as they die out the tails will die out too. Now I added some independant tails in the next version.
EDIT: Just got an idea; stretch the wave mask in Y for the tail remains....
Btw. detail 0.4 AA2, so the whole lot rendered in 80 minutes.
more impressive with each iteration and if I had got to a few previous versions back I would have said, "Perfect, a final"...I love the way this has grown before our eyes...thanks for that as well.
It's fun to think this out. Made a mistake now in the sequence of masks, quite funny actually ;)
With a the sample shader in form circle ?
Quote from: Dune on June 13, 2016, 12:07:39 PM
It's fun to think this out. Made a mistake now in the sequence of masks, quite funny actually ;)
Hee hee, amusing indeed. I quite like that...in hour 11+ on my bridge....
Quote from: Dune on June 13, 2016, 12:07:39 PM
It's fun to think this out. Made a mistake now in the sequence of masks, quite funny actually ;)
Hahahaaaah! ;D ;D ;D First I didn't notice the displaced rock, because the foam running down looks awesome!!
Great work, Ulco!!
Yes good and funny :)
Because I am new here....has he ever done an earthquake??....just wondered.
Very good stuff!
Also, do your animations only play windows format, or is my tablet outdated already? It's an Apple.
Yes Bastien, the island is a simple shape circle+added fakestones, and the mask to shape the height of the foam (coming from the wave) running down that rock was attached as child to that rock, instead of as a mask (one step for me... a huge step for the rock).
And I don't know about Mac, it's just an mp4.
An earthquake with some shattered rocks coming down, etc. Might be fun to make. Possible, I'd say.
I don't think I posted this version.
And this one just finished. The foam splatters are a bit cartoony, but I probably overdid their displacement.
Interesting effect.
Couldn't figure out those birds till I put glasses on, thought they were a glitch....they're reflections right? The one that dances on the island is quite distracting but the others seem to work well.
I find the good the last video are cool. :D
Reflections? It's just a pop of birds sitting on the slightly subdued animated waves.
Quote from: Dune on June 15, 2016, 01:53:07 AM
Reflections? It's just a pop of birds sitting on the slightly subdued animated waves.
O K, I see that now...that one in front of the rock comes off looking clumsily comped to me...but the water is wonderful
Gets better and better!
I don't think the foam splatters are too cartoony. I only have the feeling they fall back into the rock.
When will the official Terragen ocean waves seminar with you and Hannes be started? I want to order a ticket ;D
I consider putting it up at NWDA for a decent price (to get some $ reward for the days I spent on this), but I need to adjust some settings and add explanations and such.
Any interest, or can I save myself the trouble?
Do it! I already bought it (in my mind so far ;) )
Today in the morning I just looked around in the NDWA Store and saw almost the same canyon like I worked on for weeks...
I should check the shop more often since I am more a user than a developer ;D
That would be great. DocCharly65 and me = already two customers... ;)
I would make an effort to get the cash for this...
Great! The splatters are awesome! Done without a fluid modifier...using obstacles, inflow, outflow, bubbles, lifetime etc, etc?
2.5 customers, mmm. I won't get rich this way :-\
Anyway, here's the final result so far (and finished for me, going to do something else). The two stills are a versions with transparency merged in, but that obviously takes longer to render. The mp4 is just a default shader+reflection. And yes, it's straight out of TG. There's a placeholder for gulls of other flying stuff, but I switched it off here.
From a certain distance it would certainly work Ulco. Very nice.
This really is studio quality stuff. Really interesting technical studies.
This is as good as I've seen yet, I'd give it 5 stars in a review....love the flares off the bloom on the waves; looking forward to that in 4 for sure.
The perfect big splash made me smile it's so good.... and the draining water is convincing.
Maestro!