Water Animation Test

Started by nvseal, May 06, 2009, 12:24:02 PM

Previous topic - Next topic

nvseal

http://www.vimeo.com/4513150

I suggest you download the original towards the bottom right of the page because for some reason the quality completely breaks up about 3 seconds in. It's not very big so it shouldn't be to much of a problem. No functions were used only animated power fractals and some warp shaders.

Tangled-Universe

The second link doesn't work here...
From what I can see in the first link this looks really cool!
Can you fix the link or the quality-problem please?

Martin

neuspadrin

looks awesome up until the quality going bad.


Mohawk20

Downloaded after logging in. Looks good, very dynamic!
Howgh!

Tangled-Universe

Quote from: nvseal on May 06, 2009, 02:54:04 PM
Sorry about the download link, this version is a little bit better. http://s242.photobucket.com/albums/ff302/nvseal/?action=view&current=waterAnimation.flv

Thanks :)

I think this looks really great! Some parts of the water are really like they are rolling. The water looks really liquid instead of a "vibrating plane" if you know what I mean.
Which parameters did you animate?

Martin

Hetzen

Still looks like speeded up plastic on stop frame capture I'm afraid. This is where who ever made the point of having access to internal settings of nodes as their top 5 things, made a bloody good point, ie being able to shift plane noise through it's Y. Or better still, have loop facility on shifting two planes with a difference multipier, or however you want to manipulate it.

rcallicotte

So this is Disney World.  Can we live here?


Oshyan

Not bad, but definitely needs a bit more work to be be as realistic as it can be. I haven't checked out your TGC, but are you just using the built-in water wave shapes? I'd suggest turning off the water shader's native wave shapes (or better yet just use a reflective shader), and then create your own water plane with normal Power Fractals. The "Perlin Ridges" noise type is a good start. As Hetzen mentioned, using 2 differently scaled noise shaders moving separately could help. This approach will definitely give you a lot more control, and it just takes a bit more effort and experimentation to get the water shapes right in the first place.

- Oshyan

rcallicotte

Fun to check out!  Thanks!!!

Oshyan's advice sounds interesting, too.
So this is Disney World.  Can we live here?