I'm still torturing myself to get some decent breakers (see attachment). But I need some better functions to get a perfect wave form, and the ones I found are not yet good enough. The function tutorial makes waves, but the top is straight, and the 'hollow' side not really hollow. I added a line drawing; that's what I'm looking for. Can anyone good at maths do this? The problem might be that once the functional waveform is there, and displacement is added, the hollow side disappears again.
I have also experimented with twist and shear, but then the whole wave bends. I cannot get just the top to bend. At least not increasing the 'base height'.
---Dune
google Gerstner Waves
http://hyperphysics.phy-astr.gsu.edu/hbase/Waves/watwav2.html
I can't help with the implementation but they look really good...
hope that helps
Goldfarb, that's really interesting, thanks for the link. Funily enough Dune, I dusted off the project we were working on, and completely stripped down the node network yesterday, and am currently trying to keep things in blue nodes.
I haven't found a way to get curls in the wave you've illustrated, but to be honest, I don't think you really need to, because it's a small instance into foam, unless you're trying to re-create the Olde Spice advert, and then you wouldn't use TG. What I'm working on, should work in medium to far distance. To get that curl you've shown is beyond my knowledge without some sort of Step Sequence and Spline Shape function.
I've managed to animate a structure so far as a proof of concept, and have subsequently changed my method on creating the wave shape, which interestingly enough conforms a little already with the link Goldfarb posted. But there's sh!t loads more still yet to do in the functions.
very good start ! you guys rules understanding functions part of TG2 !!!
Just out of interest Dune, your first picture seems to have a sawtooth wave shape, is that your twist and shear, or is that a wave shape you've managed to get from blue functions?
The first picture is just nodes in the underground, played thru to the water layer. I figured out a way to get decreasing height and intensity nearer the coast, simply adjustable in a no-colour surface layer. To get rid of the sawtooth, I added another surface layer, totally smoothing the displacement. So under the water there's smooth soil. But the saw tooth needs to have another form, more like the third picture. In that one I did use twist and shear.
By the way, I just managed to make a curly tsunami wave, but had to cancel rendering, because it took ages. It has to be simplified. I'll have a look at the link, goldfarb. Thanks.
---Dune
Dune,
Your "failures" are better than any shoreline I've ever come up with. :o