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General => Image Sharing => Topic started by: Dune on December 08, 2009, 03:19:24 AM

Title: Surf... again
Post by: Dune on December 08, 2009, 03:19:24 AM
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
Title: Re: Surf... again
Post by: ThinkPink on December 08, 2009, 03:46:41 AM
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"
Title: Re: Surf... again
Post by: bobbystahr on December 08, 2009, 10:19:02 AM
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.. ...
Title: Re: Surf... again
Post by: Henry Blewer on December 08, 2009, 10:19:29 AM
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.
Title: Re: Surf... again
Post by: Seth on December 08, 2009, 10:49:08 AM
impressive water, dude !
Title: Re: Surf... again
Post by: Dune on December 10, 2009, 04:22:00 AM
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
Title: Re: Surf... again
Post by: Zairyn Arsyn on December 10, 2009, 09:07:42 AM
i think the waves on the first render look best, but the beach sand looks better on the second one :)
Title: Re: Surf... again
Post by: Dune on December 10, 2009, 09:12:43 AM
Two more examples, now I quit. Not good enough, IMO.

---Dune
Title: Re: Surf... again
Post by: Henry Blewer on December 10, 2009, 09:47:00 AM
Surf detail 2 is quite good.
Title: Re: Surf... again
Post by: Kadri on December 10, 2009, 10:25:42 AM
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.
Title: Re: Surf... again
Post by: 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.
Title: Re: Surf... again
Post by: bobbystahr on December 10, 2009, 05:55:53 PM
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.. ...
Title: Re: Surf... again
Post by: aymenk2003 on December 11, 2009, 05:03:17 AM
wonderful ...why you don't stay and write a tutorial books for TG2  ???  YOU are great Dune...

N.KAID
Title: Re: Surf... again
Post by: Dune on January 11, 2010, 03:51:25 AM
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
Title: Re: Surf... again
Post by: EoinArmstrong on January 11, 2010, 06:27:40 AM
Some great stuff here - will be super for middle-distance povs - but let's see how it comes along :D
Title: Re: Surf... again
Post by: Hetzen on January 11, 2010, 06:56:12 AM
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.
Title: Re: Surf... again
Post by: inkydigit on January 11, 2010, 09:31:23 AM
dont know how I missed this...excellent work so far...surf's up dude!
Title: Re: Surf... again
Post by: choronr on January 11, 2010, 12:23:39 PM
This is one of those procedures many have been waiting for  ...extremely encouraging; you'll get there.
Title: Re: Surf... again
Post by: bobbystahr on January 11, 2010, 12:58:42 PM
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.. ...
Title: Re: Surf... again
Post by: Tangled-Universe on January 11, 2010, 03:37:43 PM
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