Planetside Software Forums

General => Image Sharing => Topic started by: Dune on August 11, 2016, 09:43:25 AM

Title: Curly Sue's
Post by: Dune on August 11, 2016, 09:43:25 AM
'Waves' sounds so ordinary  ;)

Anyway, with some gain nodes and some vector displacement a pretty good curve can be made, but I'm not there yet (at all). Foam is now based on height, as there are no masks to be gained from this (again different) setup.
Title: Re: Curly Sue's
Post by: j meyer on August 11, 2016, 12:11:51 PM
 :) Now that's very promising.
Title: Re: Curly Sue's
Post by: mhaze on August 11, 2016, 12:22:26 PM
Definately!!!!! :)
Title: Re: Curly Sue's
Post by: Rumburak on August 11, 2016, 12:42:23 PM
A very good start.  :)
Title: Re: Curly Sue's
Post by: DannyG on August 11, 2016, 01:12:09 PM
Many have been attempting this for the better part of 10 years now, This is a Monumental Break through right here! Congratulations is in order ^^
Title: Re: Curly Sue's
Post by: Kadri on August 11, 2016, 01:34:18 PM

Looks interesting Ulco.
Title: Re: Curly Sue's
Post by: luvsmuzik on August 11, 2016, 05:29:42 PM
----~~~)))))~~~~~~~))))~~~~~~~)))))~~~~))~~~~))~~~~~~~~~~~~~~~

Stunning!
Title: Re: Curly Sue's
Post by: Hetzen on August 11, 2016, 06:07:19 PM
Looks really good !!!!
Title: Re: Curly Sue's
Post by: Dune on August 12, 2016, 02:27:06 AM
Thanks guys. The curlies can never really break into themselves of course (it's all one paperthin planet surface), but the amount of curl can likely be steered by 'something', perhaps the distance to shore, or height. But first I'd have to make this so there's masks to be had. If I want to displace the rolling tops (bubbly and foamy), there's a problem.
What we really need for this to work globally is a vector displacement shader where the vector can be derived from coastal shape/height.
Title: Re: Curly Sue's
Post by: DocCharly65 on August 12, 2016, 03:00:42 AM
Great and interesting project, Ulco - and promising start!  :)
Title: Re: Curly Sue's
Post by: Mr_Lamppost on August 19, 2016, 07:01:06 PM
Looks interesting, I've not done anything with vector displacement will have to investigate.