So I took another dive in my quest for surf, and got something promising but very fickle to perfect. In this one I inched the slider for random surf a bit too far to the right, and have to do another one where the breakers are more in line. But, in some tops you can see a bit of overhang (twist and shear). Don't mind the landscape and shrub, they're awful. More to follow.
---Dune
WOW .... great waves! I never tried something like this. It looks very difficult and I suppose, there is more than just a Lake Shader ;)
For me, that wouldn't be a "test" - that would be the "final"
Beauty man, for me also, this would be a success and a final...can't wait to see where you can go with this tack....well done and I anxiously await the final .tgd/tgc in Shared Files.. ...
Your really onto this. I wish I could offer advice, but this is too new for me. (functionally) I was able to get good ridges using functions, but I was never able to get the curl of the breaker tops.
impressive water, dude !
My method for these breakers is very hard to implement. Not very workable. I managed to squeeze this out of TG (no post work), but unless Hetzen has some interesting additions/refinements/replacement/ideas, I'll think I'll abandon it (again).
---Dune
i think the waves on the first render look best, but the beach sand looks better on the second one :)
Two more examples, now I quit. Not good enough, IMO.
---Dune
Surf detail 2 is quite good.
Dune , the guys who know mathematic and TG2 the best will know it better, but i think big waves especially the one who are near breaking are really hard to make.
Maybe even impossible (?).
This is where we ( like me who are not good with functions ) have to wait for new ways to make them (with functions or direct in TG2 with the help from Matt or Jo) .
If i had to try i would it with texture maps. But i think with this method only small or moderate waves are possible (realistic ones at least).
What do you think guys about this ?
Kadri.
The best breakers I've seen. Such settings should be in the 'Lake' portion of water.
Quote from: choronr on December 10, 2009, 04:48:28 PM
The best breakers I've seen. Such settings should be in the 'Lake' portion of water.
Indeed they should and maybe they will...in time...We math dilexics can only hope and pray.. ...
wonderful ...why you don't stay and write a tutorial books for TG2 ??? YOU are great Dune...
N.KAID
I picked up this older topic for a renewed surf method. Not perfected yet, but I can now have the water wash up a beach, and restrict the foam to the coastal area at the same time. It needs work, also on the foam, but here's a premature example.
---Dune
Some great stuff here - will be super for middle-distance povs - but let's see how it comes along :D
I think that is seriously getting there. I lke the way you've handled the shore water height.
There's a general rule of thumb that I read in some wave simulation papers I've found, that state that the wave height is approximately 1/7th of the distance between caps. Which would mean we would need a gentler slope to the shore to work in scale. Your scene above I think would struggle with this, the scale in yours looks more like the side of an estuary, which I must say is damned good.
dont know how I missed this...excellent work so far...surf's up dude!
This is one of those procedures many have been waiting for ...extremely encouraging; you'll get there.
I totally agree with all the preceeding compliments and add my encouragement to the project as well. This could be the long sought after answer to the old Water Works plugin whih I miss every time I do water.. ...
I really envy your work on water Ulco. To me it looks very good and not that much reason for big improvements.
The only thing I can think of of how to improve the foam is by adding an extra blendshader to make small holes in the foam.
Or perhaps make a voronoi-function and mix that with the current fractal. I think that could look awesome :)
Cheers,
Martin