Will Terragen 2 be able to make waves like this? :P
I hope so! :P
We should be able to achieve effects like that in TG2. It's just a matter of making that curly shape and applying it to a water shader, and maybe adding a very low cloud layer to it.
looks like you also need a reflective shader and a lambet shader?
unless a watershader does that.....
but i can tell you, im trying to do a kind of...ruby rock with just the reflective shader and the final render at normal settings but with the crop thingy on.... so far about 2:30minutes just on the rock itself. which is about around 1/4th the picture.
The water shader does reflectivity and will have transparency added to it in the future (lambert shader applies translucency, not transparency, so it would have a limited effect here).
I'm not having much luck with this yet but I think one approach would go like this:
- make a crater shader - invert its height so it sticks up.
- make a surface layer with a height distribution - attach a twist and shear and make it work halfway up the crater wall.
(or a redirect shader doing the same thing - but ...)
but not sure how to go over the lip - tried sine functions etc but there is something I'm not understanding yet.
Good luck
it will be great to have this functionality if its possible in future terragens
I'll try to create something that resemble a wave like that in 3DsMax, and see how it holds up in TG2...
I'm rendering one now with some massive waves. I'll post the .tgd and the final image when its done rendering. Here's a preview:
(http://imagehost.meltingice.net/images/galleries/thumbs/viu1170677779f.PNG) (http://imagehost.meltingice.net/viewer.php?id=viu1170677779f.PNG)
I'll definitely be interested in seeing how that turns out. While the fog adds a lot to the scene, it might obscure the waves a bit too much for us to get a really good look at them, though.
Please do. This is interesting.
Quote from: MeltingIce on February 05, 2007, 07:16:58 AM
I'm rendering one now with some massive waves. I'll post the .tgd and the final image when its done rendering. Here's a preview:
Quote from: old_blaggard on February 05, 2007, 09:20:08 AM
I'll definitely be interested in seeing how that turns out. While the fog adds a lot to the scene, it might obscure the waves a bit too much for us to get a really good look at them, though.
Thats where Photoshop comes in :P
Well I am an addicted surfer and kiteboarder and have been trying to capture the ocean in 3D for years.
I managed to put together some crude 3d models of waves a few years ago, but they are in .3ds format. I converted one to .obj in wings3D for a simple test render in TG2, but it still needs work as you can see. The models worked well in Bryce back in the day, but still needed postwork to get it just right.
Anyway, I've posted a zip file on my website of some of the waves here http://www.moodflow.com/waves.zip . Feel free to download them.
If anyone wants to clean them up a bit, then convert them to .obj or even .tgo files and place them back here, that would be just fine as well. :-)
Quote from: moodflow on February 05, 2007, 11:02:14 AM
If anyone wants to clean them up a bit, then convert them to .obj or even .tgo files and place them back here, that would be just fine as well. :-)
Well, that's quite a nice shape you made there... I'm currently testing with a very simple shape, so I'd like to give it a go in 3DsMax when I''m finished.
My first good result after playing around with deforming water. Sorry about the grainy atmosphere, I had the atmospheric samples all the way up at 200 and it still got kinda grainy. The clouds were at .8 detail as well I think, but apparently it wasn't enough. Overall, this render took around 36 hours I think @ 1280x800. Here's the .tgd so you can see how I achieved this effect: http://www.meltingice.net/downloads/index.php?share=4&path=scenes%2FTidal%20Wave.tgd
(http://imagehost.meltingice.net/images/galleries/thumbs/klz1170714236i.jpg) (http://imagehost.meltingice.net/viewer.php?id=klz1170714236i.jpg)
thats is some cool water deforming you have going on there!!!...
is the grainy clouds from not enough cloud samples apposed to atmosphere? or not enough atmosphere samples since 200 seems high
Quote from: king_tiger_666 on February 05, 2007, 05:34:07 PM
thats is some cool water deforming you have going on there!!!...
is the grainy clouds from not enough cloud samples apposed to atmosphere? or not enough atmosphere samples since 200 seems high
I'm guessing I could have used more cloud samples. To keep the render time realistic however, I should just use less dense/volumetric clouds :-\
I got that "realistic render time" first hand experience with clouds!!!... :'( :'(
I'll have a look at appling your waves to some render... see what i come up with.. :D
It's pretty interesting. The next step, of course, is to get them curling around :D.
Quote from: old_blaggard on February 05, 2007, 07:29:40 PM
It's pretty interesting. The next step, of course, is to get them curling around :D.
Haha yea, I was thinking of ways to do that. Maybe an altitude restricted redirect shader...
I read something here in the forum within the last few weeks by someone of the Planetside admin that 'volumetric' water capabilities will be possible in the future.
Technically, they're possible now (without transparency, of course) but there aren't any presets or shaders, so it's really hard to make it work.
Just made a siple object in 3DsMax...
A bit too simple, but it works, a little bit.
http://www.ashundar.com/CPG/displayimage.php?pos=-3808
Next up is Moodflows wave.
how do I attach water shader to terrain?
In the shaders field, delete the 'Base Colours' node, then rightclick and choose "Create Shader >", "Surface Shader", "Water Shader".
Connect the output form the 'Compute terrain' node to the input of the 'Water shader' node, and connect the output of the 'water shader' node to the 'Surface shader' input of the 'Planet 01' node.
here is my attempt towards waves (Of course it needs some more work)
Interesting. They seem to peak too suddenly considering their size, but you're definitely on the right track.
I am thinking in the future we will create water like we create terrains. I am guessing that modified powerfractals and functional nodes will play a big role in creating these realistic waves. I believe this is just an emphisis of how powerful the functional nodes will be. We should alllll study em!
it would be cool if there were some wave perameters set into terragen 2. but this might be too much of an extention to tg2...
Quote from: king_tiger_666 on February 06, 2007, 09:54:41 PM
it would be cool if there were some wave perameters set into terragen 2. but this might be too much of an extention to tg2...
Hey king, can you elaborate on this idea? I would like to hear more...
I was referring to wave theory which is the fundamental control on wave breaking... basically you could have a wave parameter for wave height, water depth, and so on there are a few more...
But essentially this would allow you to control when a wave began to break, much like the surf on a beach..
How this would be implemented in terragen 2, I have no idea.
Just a thought since I've done quite a bit on wave dynamics
Quote from: king_tiger_666 on February 06, 2007, 10:19:38 PM
I was referring to wave theory which is the fundamental control on wave breaking... basically you could have a wave parameter for wave height, water depth, and so on there are a few more...
But essentially this would allow you to control when a wave began to break, much like the surf on a beach..
How this would be implemented in terragen 2, I have no idea.
Just a thought since I've done quite a bit on wave dynamics
I tihnk its a cool idea. I almost want to try and learn ways of using the SDK so I can maybe try some stuff I have in my mind. I wonder if that has a pretty fierce learning curve....
maybe using the conditional scalar's and/ if statements would help in making waves at present?...
maybe something like this could be useful for now, in order to make waves?
http://www.daylongraphics.com/products/leveller/gallery/index.htm (http://www.daylongraphics.com/products/leveller/gallery/index.htm)
You can already "create water like you can create terrains" - water is essentially a shader or material that can be applied to any part of the terrain. With the future addition of transparency you might get close to such curling waves.
However I think you should take a look around at the state-of-the-art in wave modeling in this industry - *nobody* is doing highly realistic curling and crashing waves yet, and that includes the big effects studios like ILM, etc. They have put together some specific scenes with good-looking crashing waves and these required huge amounts of manual tweaking and a great deal of render time, but there is no existing semi-automated "system" for creating true breaking waves in this way.
There are ocean and other fluid simulations that do a good job with almost all other aspects of water, but true wave motion and curled wave breaks on a shore are still a largely manual and very difficult process. I would expect them to be very hard to do in TG2 as well, but they may be possible with enough work and patience.
- Oshyan
I don't know this looks pretty darn good to me.
http://portal.acm.org/citation.cfm?id=1179872
Interesting - this is why I hope Matt releases an SDK at some point so that people can program these more specialty algorithms in while he can focus on the core stuff.
thought id give oshyans suggestion a try (terrain-displaced), made a procedural looping and tiling
wavetexture-sequence (z-depth) in 3dsmax and thats the result. I guess you guys are more experienced
with shaders and maybe there is a way to get the curl ontop of the waves (and some foam).
i put the grayscales to my rapishare account- if anyones willing to play around with it:
http://rapidshare.com/files/193349381/waves_Zdepth.rar.html
in max i used the free plugin from: http://charles.hollemeersch.net/ which isnt anything else then a
fractal shader displacing a mesh (with some additional features like scale, loops, tiles ect) but since
charles is doing a lots of studies on waves/oceans and giving his results free to public maybe theres
a possibility of implementing this in tg2? well just a thought....
the problem is not getting waves but being able to do waves like Sjefen ask... the big curly ones... the kind of waves you want to surf ^^
shure seth - i understand - but i thought going on from here is a possibility (maybe ill try)...
that will be great if you can achieve something like Sjefen was asking :)
I think creating realistic rolling waves is one of the most difficult things in 3D. As far as I know there are only some fluid simulation softwares that can produce those kind of water movement as you can see here:
http://www.flowlines.info/
Even in Maya or Max it's almost impossible to do this. So I think it's a good start to implement a procedural like the Hollemeersch plugin to create a convincing animated ocean surface even if it's without rolling waves.
I've been looking at this subject since Christmas for these test images:
http://forums.planetside.co.uk/index.php?topic=5487.0
Here's a test for animated waves as part of some R&D:
http://s331.photobucket.com/albums/l469/jimbowers/TESTS/?action=view¤t=xsi_tg2_waves_test_06.flv
The waves are originated in XSI ICE, and imported into TG2 as animated sequence heightfields: Very much a work in progress. Any spray would need to be made using a particle system, and comp'd in. As for waves curling and breaking realistically, especially if close up, that would need some serious work I just don't have time for right now, and would probably do using Realfow http://www.realflow.com/n_what.htm
That video is fantastic for a test. What's submerged just beneath the surface?
Quote from: dandelO on February 03, 2009, 11:09:12 AM
What's submerged just beneath the surface?
It's just a bog standard Terragen sphere. Part of the test was about displacing a lake object to see if I could retain all of the sub-surface stuff that goes on, rather than just deforming a heightfield with a water shader attached.