bump - For anyone interested in the wind direction (Shown Above)^
Interesting, so that allows you to rotate the wind direction without getting really odd updates in the shader? Usually that makes it look like everything pans around some invisible/far away axis, so your only choice is to have no change in the wind direction.
Correct, this will solve that. You just need to be careful you don’t implement it into the wrong part of the equation. If you re-produce the function as shown above, you will see the wind direction constantly update while the waves continue along their path with no warping or distortion.
I was going to add more images but it seems I have uploaded 5 and that is the maximum? Wow that would stink if so >.<
Apparently there was some sort of "Database Error"
You can use an image hosting site (like tinypic.com for example), no limits that way.
Thank you TK-Master.
Yea, I guess I will do that. I just hate referencing images because if the link on “that” site ever gets damaged, then the forum no longer shows it. (That’s why I like uploading to the forum directly)
@TheJamsh - Here is an example of a huge set of ocean grids and the function applied to them. You can see there is no distortion or odd “polar” effects.
You can also upload them in the wiki
btw I saw a nice commit at github yesterday. It means we’ll be able to implement transparency soon
Awesome! I really can’t wait for that. I also saw your feature request on Post Process addition ufna, very good call!
I still need to learn quite a bit when it comes to the technical side of oceans and rendering.
Gamma + Infrared \m/ OH YEA!
Man…I cant say how amazing this project looks! Looking forward to see more progress and try out some things by myself
Keep up the good work! Very, very cool
Looks fantastic! Well done!
That is math right there.
@Jeremy good jab someone is pushing you to the right Direction?
Looking great! I don’t know about you but I feel like going for a swim now
Thanks everyone. I am currently building in static switch parameters for each parameter (Time Consuming ). I am also building a blend system. You can use the one I am creating, (Or define your own) ocean stages.
It works like this:
Shader mode “Located In Material Instance” = Ocean System or Manual Mode
- Ocean System - Uses 2 sets of data preset in the master shader to blend from small choppy waves to hurricane swells. (All controlled by simply changing one parameter) (Easiest)
- Manual Mode - Exposes all parameters for complete control (Hardest)
This shader allows for multiple Master Shaders to be created
It works like this:
The demo Master Shader I am creating is geared towards storms. Both the Ocean System Data Sets and Manual Parameters have been set in the Master Shader to act as a “Storm Shader”
Simply duplicate the Master Shader, and input data for whatever ocean system you want. Then create material instances off of that new shader. This will allow you to have multiple ocean system (Master Shaders)
- Storm System (Master Shader + MICs) --“MICs” = Material Instance Constant*
- Calm System (Master Shader + MICs)
- Shallow Water System (Master Shader + MICs)
- Deep Calm Water System (Master Shader + MICs)
And Much More
Very good job so far
Atta boy Jeremy… looking good… nice to see ya back in the mix.
Finally… I have converted all the math lol. Time to write up the e-article
- Please understand - I don’t have time to do really detailed tessellation atm. That will be up to you! However, the tessellation isn’t hard at all. (Unless you are generating noise in C++ based off of the FFT model) in which case read this:
“Or punch ufna until he gives up and tells you”
In addition to the features I posted a bit earlier, I have added a global influence parameter which will allow you to blend between many ocean states, and then change the scale and animation all by simply inputting a value.
Here is a pic of the Master Storm Shader.
PS. This shader only includes math, no other ocean attributes have been built
PS.S. **@Shawn - As short as it might be, I am glad to lend a helping hand in any way I can, when I can Good to “see” you again as well. Make sure to contact me on skype soon so we can chat and catch up!
Time to take a break… have some coffee, and catch up on literature
See ya guys later.
My brain hurts when i look at that shader.
I cant wait to see the final result!