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General => Image Sharing => Topic started by: Dune on October 20, 2020, 03:02:17 AM

Title: Surf (again)
Post by: Dune on October 20, 2020, 03:02:17 AM
Tried a totally different setup, with a coastal gradient derived from a basic perlin terrain, then smoothed the lows into a sea plane (so it's all one layer), and used some math to get the waves up, and then towards the coast. I still need to take some obstacles, though.
Don't look at the terrain, it's still quite horrible, and added at the end (height restricted).
Title: Re: Surf (again)
Post by: WAS on October 20, 2020, 01:46:07 PM
Looks like it's working much better this time around. Though the waves may be a little bunched?
Title: Re: Surf (again)
Post by: Dune on October 21, 2020, 02:12:33 AM
Yes, I agree. That's one of the things I need to attack.

Here's two more versions, for the few interested  :P  This time I put all the surf, up to the edge of the foam, on a water plane (so it can be transparent), and matched it exactly with the beach, which is on the planet. At least that works, though the last foam edge still needs to match the shine on sand. Now I'm struggling to get surf/rollers even with low waves, and trouble mixing water shader with some translucency in the wave tops, as I like the sun to shine through the water, and that doesn't work with the standard water shader (test 4). And a combination default shader and reflective shader gives me some too dark wave edges (test 5), so I'm not finished yet.
Title: Re: Surf (again)
Post by: WAS on October 21, 2020, 02:43:55 AM
I like the first of the two new ones. Maybe a little more breakup in the surf foam, but it looks very good for the shapes and offset for the most part. Definitely coming along very nicely.
Title: Re: Surf (again)
Post by: Hannes on October 21, 2020, 06:52:59 AM
What Jordan said. Otherwise already fantastic!
Title: Re: Surf (again)
Post by: Dune on October 21, 2020, 07:41:04 AM
Yes, that's another issue. Rendering a new version now. Even without a water shader it takes long, so now I remember again why I don't like to work on water :(

EDIT: there you have it; 5.5 hours, no soft shadows and default renderer. Back to my Neanderthals again...
Title: Re: Surf (again)
Post by: WAS on October 21, 2020, 01:09:38 PM
I think if you take your water displacements and run it through heightfield gen, save it, and load it, you'll have much faster rendering water as it's not computing all the disp with the water detail, plus reflections and all that.
Title: Re: Surf (again)
Post by: Hannes on October 21, 2020, 01:17:44 PM
That looks amazing!! What's that vertical thing in the waves?
Title: Re: Surf (again)
Post by: mhaze on October 21, 2020, 01:51:47 PM
Brilliant!
Title: Re: Surf (again)
Post by: WAS on October 21, 2020, 01:57:12 PM
Quote from: Hannes on October 21, 2020, 01:17:44 PMThat looks amazing!! What's that vertical thing in the waves?
It's a bird in a high bank turn. Easier to see in v2-test 5
Title: Re: Surf (again)
Post by: Hannes on October 21, 2020, 02:46:36 PM
Ah, I hadn't noticed that before. I thought it might have been be an eel trying to jump out of the water... ;D
Title: Re: Surf (again)
Post by: WAS on October 21, 2020, 02:50:17 PM
Quote from: Hannes on October 21, 2020, 02:46:36 PMAh, I hadn't noticed that before. I thought it might have been be an eel trying to jump out of the water... ;D
And just like that,  the little mermaid theme came to mind...
Title: Re: Surf (again)
Post by: DocCharly65 on October 22, 2020, 12:52:02 AM
Quote from: Hannes on October 21, 2020, 02:46:36 PMAh, I hadn't noticed that before. I thought it might have been be an eel trying to jump out of the water... ;D
Yes it's a bit an unlucky angle. But great water!
Title: Re: Surf (again)
Post by: Dune on October 22, 2020, 01:16:51 AM
Yeah, the albatros wasn't placed very nicely. I might try saving the displacements and importing, see if that's true. But I don't really like these workarounds. And the extra time mainly comes from smaller displacements in the waves that I put in at the last moment to give the breaking some more wildness.

The handy thing from this is that the surf works everywhere. But it's pretty tricky to get it right.
Title: Re: Surf (again)
Post by: Jo Kariboo on October 22, 2020, 09:35:17 AM
Very nice work again!
Title: Re: Surf (again)
Post by: Dune on October 25, 2020, 02:16:40 AM
New basic setup again on one layer. Jon's multiply and add trick works to shift the range within the sinuses. Learned something again. Now I need to find the best mask for the crests. This is simply done by altitude, and some random (and of course the coastal foam range).

Two versions with a difference ;)
Title: Re: Surf (again)
Post by: Dune on October 25, 2020, 09:37:52 AM
They go fast.
Title: Re: Surf (again)
Post by: ADE on October 25, 2020, 10:12:36 AM
looking cool. I tried something similar yrs ago, couldnt get waves to curl, but mastered the foam pretty well imo
Title: Re: Surf (again)
Post by: DocCharly65 on October 25, 2020, 12:27:13 PM
Great!
Title: Re: Surf (again)
Post by: WAS on October 25, 2020, 01:41:22 PM
I liked the pushed surf of the earlier versions foams but like the waves.
Title: Re: Surf (again)
Post by: Dune on October 26, 2020, 02:25:13 AM
A bit bigger and some adjustments. Notice anything strange about the water?
Title: Re: Surf (again)
Post by: Kadri on October 27, 2020, 04:36:09 PM
Nice work Ulco.
Title: Re: Surf (again)
Post by: Dune on October 28, 2020, 03:07:35 AM
It isn't very busy here, but I still wonder what you guys notice about the water.....
Title: Re: Surf (again)
Post by: RichTwo on October 28, 2020, 01:33:47 PM
Overall the the waves look great, but is it the reflectivity?  Or the foam should ride along the crests' edges?
Title: Re: Surf (again)
Post by: WAS on October 28, 2020, 02:31:09 PM
Looks really nice. I think the foam should collect like earlier versions, too.

And I think the wave scales should be a lot larger considering the inlet there. It's very chaotic like a boat was just dropped into the inlets straight.
Title: Re: Surf (again)
Post by: Jo Kariboo on October 28, 2020, 08:46:33 PM
It seems very good to me. Perhaps more foam at the tops of the waves.
Title: Re: Surf (again)
Post by: WAS on October 29, 2020, 12:04:46 AM
Is the water glass? Looks like subsurface scattering for the wave peaks?
Title: Re: Surf (again)
Post by: Dune on October 29, 2020, 04:22:31 AM
It's the reflection. I only used a default shader (with metallic settings, translucency, a bit of luminosity and color input) for the whole sea, with just a small local area of real reflection (masked by sss) in front of the shipwreck. No transparency either, but softly masked ground colors fed into the color input of the default shader. Saves an enormous amount of render time (I'd say 75%). And it makes far off reflection less 'busy'. But of course lacks reflection of mountains, trees and clouds, though they are often only distracting in semi-wild water anyway. So I like this compromise for certain settings.
Title: Re: Surf (again)
Post by: masonspappy on November 06, 2020, 10:34:38 PM
Wait - just noticed the penguin. Would they really live here?
Title: Re: Surf (again)
Post by: DocCharly65 on November 06, 2020, 11:07:10 PM
Quote from: masonspappy on November 06, 2020, 10:34:38 PMWait - just noticed the penguin. Would they really live here?
Now I see it too! Is it really a penguin?
Title: Re: Surf (again)
Post by: Dune on November 07, 2020, 02:11:29 AM
It's a guillemot (northern hemisphere 'penguin', fitting the same niche, sort of). The guy on horseback is medieval, so the guillemot is long gone by now.