Breaker - v.1

Started by dandelO, November 20, 2010, 05:36:53 PM

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dandelO

Just a first attempt at trying to make a decent water object that appears to have some actual volume, instead of the boring flat lake object that intersects the shore with no interference at all.
You should see the 'lip' at the edge of this water object along the shore.
The waves could use some work, as could the foam.
The edge of the water object has a constant 'breaking' effect like this, right around the entire circumference so, it's easy to line up to the shore.
I need to install some radial displacement method to make the left and right hand side shores work correctly, for now, only the north/south shores do. I have it planned, just need to put it together. I think there's an actual easier way to achieve it anyway, this one is more complicated than it should be.

[attachimg=#]

Cheers for looking! :)

Onyx

Hi

The foreground looks so real.. is it a photo or a Terragen stones layer ?

Interesting shore, volume effect is well visible on intersect, I am looking forward to see your next try !




dandelO

Thanks. It's just 4 TG fake stone shaders, I'm afraid. :D Working on a new attempt now.


dandelO

Hopefully, Kadri. We'll see... ;)

Seth


Naoo

Hi

Oh, great idea.
Looks very good so far.


ciao
Naoo

Dune

Ah nice! Another technical adventure! Brain starting clicking, how did he?... perhaps a displacement intersection trick based on soil surfaces, transferred to water plane? I like it and look forward to another iteration, perhaps from a side POV so you can better see the crest of foam rolling onto the beach?

Tangled-Universe

Ah very nice man!
The first thing I mentioned myself was that the part of the water with surf lacks transparency.
Looking forward to your next version!

Martin

dandelO

#9
Cheers, all.

Ulco, I did start off this idea with an intersect underlying layer but I needed the water object not to cast shadows. It works to a point with an intersected layer but, as is usual, I keep fighting with the results of the smoothing effect on underlying layers, you know, the rips and kind of specular-looking areas that appear. I'm going back to the IU settings after I'm done with this, there's a major parameter I've kind of overlooked when I've played with smoothing and IU, until now(terrain patch size).
Here's a nasty temp file using only intersected surface layers(with a simple colour shader instead of a water shader for quickness in test renders) showing what I mean;

[attachimg=#]

So, for the moment, I'm using a plane object to make the water body. I'm considering just using a lake in the end to omit the square edges without needing to play with a separate opacity channel to remove them.

Martin, such a keen eye you have! I'm sure you're a robot. :D
Yes, you're correct, the foamy layer is a simple fractal over the water shader in the first image.
It now supplies the subsurface volume functions of the water so, the next images should be better in that area...

Right now, I only have one image showing from a side-on perspective and it could use a bit of work I'm afraid. This is a different file than the first image post but similar. I'm attaching it in the next post.

I'll keep plugging away at it, I have more files in progress...

dandelO

[attachimg=#]

Back later.

Tangled-Universe

Looks very promising!
I like the wet look of the stones, great reflection settings there :)

Cheers,
Robo-Martin ;)

dandelO

I think that was only at 0.6 detail and AA of 4 and there are lots of dodgy displacement artefacts this close up.
The surface shaders for the stones is an edited version of the simple rock object tutorial on my page. I can upload that with the 4 fake stones shaders, if anyone wants them, nothing special mind.

dandelO

#13
I have just about finished with this, I think. I now have a lake as the water object instead of a plane, the foam also has volume now.

My idea to have a radial displacement method worked but it increased the render time severely because I needed to compute the normal of the water object. This really isn't practical as it triples(at least) the render time of the same scene. I didn't let an entire render finish but all of my crop-tests were at least 3x as long.
So, to keep it simple and still working on each shore when required, I have decided to just create a switch for whichever shore it needs viewed from. The default settings are for the North/South shores, while the displacement switch can be used to alternate the lapping wave function when the East/West shores are to be viewed in a shot, I realise not everyone builds a scene around their camera POV, like I do, and it might be required to drop into a scene where the POV isn't North. It will be fine.

I'm just rendering out a final HQ test and will post it soon as it's done. It's looking much better, I think. I expect it to take maybe just over an hour to render at 1120x700px, considering most of the scene is water with transparency and volumetric functions and I only have 2x 2ghz cores to work with, that's not too shabby, eh?

Back soon with a render and, I'll post the object once I've tidied it up a bit...

* Edit: I SO wish for a 'group nodes' parameter(meaning that If I moved a node, any other node in the group I choose could be translated to the parents' position, like with an object and its individual parts).
Now, can anyone help in creating such a function with conditionals(or such) that will translate a coord's parameter to that of another? Answers on an ePostcard to; TG2impossibilitysolvers.R.us.com. We can usually figure out seemingly impossible things here, when we all muck-in and add our inputs to a given problem. Cheers in advance, if anyone can help me out with this problem.
I bloody hate asking for help! It's like admitting defeat to me! :D *

dandelO

#14
Took 1 hour and 3 minutes, nice.

Any ideas or suggestions? Too green, too dense? I think it is a bit but I like this water better than the first one.

[attachimg=#]

Cheers! :)