Ocean waves

Ocean waves

Postby Skinnytorus » Sunday, 08.July 2012, 11:09

Hey guys,
Here is my attempt at ocean waves. Since normal maps are not supported by BlowNoise op, no ripples possible. :(
The stack is full of trash and unsless ops - I was working by trial and error :)
So, enhancements are needed! Your help is most welcome.
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Re: Ocean waves

Postby ikam » Wednesday, 19.September 2012, 11:47

I found another way with displacement map in shader, it's a bit faster.
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Re: Ocean waves

Postby Skinnytorus » Wednesday, 19.September 2012, 17:42

hi, ikam
Sorry, but I don't see the dispacement shader in action. It just pushes the grid down a bit...
Is this how it is supposed to look or is it just me?
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Re: Ocean waves

Postby ikam » Wednesday, 19.September 2012, 17:56

yep I've tested on an another computer and it doesn't work too (no waves) - Normally here, the displace op in Material do a vertex displacement from an animated perlin.

I think it depend of the graphic card and the shader version...
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Re: Ocean waves

Postby Skinnytorus » Wednesday, 19.September 2012, 18:11

Errr... I tested it just a bit more and here is what I got:
In fact the displacement works. But it works only if copied into my old example.wz4 file that I use for experiments.
I use the latest wz4 build...
There must be something wrong about file or variables initialisation...
How come a stack behaves differently depending on the file it is copied in??? :shock:
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Re: Ocean waves

Postby Skinnytorus » Wednesday, 19.September 2012, 18:43

Yeah! Got it working with Tex2DSurround on Displacement material channel.
Tex2D op (or UV init) seems to cause the problem. Besides, some texture projections (like model or world) in Tex2D crash wz,
but I think it happens because of the mesh being a plane (grid)...
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Re: Ocean waves

Postby ikam » Wednesday, 19.September 2012, 19:18

does the waves are animated too or just the texture ? on my computer effectivly with a ted2dsurroud the displace work, but it's not animated (with 0 lightEnv matrix 0)
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Re: Ocean waves

Postby ikam » Wednesday, 19.September 2012, 19:22

correction, it works with z axis on modmisc, script line : trans0.z = time*5;
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Re: Ocean waves

Postby Skinnytorus » Wednesday, 19.September 2012, 19:29

Same thing here: only "trans0.z = time*5;" works.
Thanks for sharing :)
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Re: Ocean waves

Postby ikam » Wednesday, 19.September 2012, 19:34

thanks for the fix.
and the wz4, just for archives :p
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Re: Ocean waves

Postby Skinnytorus » Wednesday, 19.September 2012, 19:42

Thanks.
Sigh... the fix being not 'proper' I still wonder why copying the stack into another file changes its behavior...
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