Same here : ) Waiting for more!
is so frickin ā¦ I love you guys
@ufna yaay sources!! Iām sure I will learn a lot from thanks a ton!
I canāt wait to show some of the progress I have made with the sailing simulator thingy Iām making. :o
Glad everyone is enjoying it
@ufna - I know we had talked yesterday about how bad Gerstner waves are for performance, but I decided (Since I already Started) I would finish it up and share it with everyone.
The equations are practically the same accept for a few small things. (If I remember right) - I changed from multiplying the amplitude by (x,y) to dotting it. I also fixed the Ī¦ addition. The direction is giving me issues so I am having to look into that.
After I get everything working, I need to compile it into a scale-friendly format. Currently, has about 50 parameters that all need to be modified. I am going to try to make a shader that allows you to go from a value of 0 - 1 which will model the ocean from calm seas to rough ocean swells.
Update:
Solved Animated Wave (Wind Direction)
allows for ocean waves to continue their behavior but their orientation can be modified.
Here is a picture for anyone interested.
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, will solve that. You just need to be careful you donāt 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 āDatabase Errorā
You can use an image hosting site (like tinypic.com for example), no limits that way.
Thank you .
Yea, I guess I will do that. I just hate referencing images because if the link on āthatā site ever gets damaged, then the forum no longer shows it. (Thatās why I like uploading to the forum directly)
@ - 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 āpolarā .
You can also upload them in the wiki
Youāre welcome
btw I saw a nice commit at github yesterday. It means weāll be able to implement transparency soon
! I really canāt wait for that. I also saw your 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.
[QUOTE=ufna;17310]
Looks alive!
Which spectrum did you used?
[/QUOTE]
Gamma + Infrared \m/ OH YEA!
Update:
Small Choppy Ocean
Hurricane Swells
Fast Ocean Swell Sets
Manā¦I cant say how amazing project looks! Looking forward to see more progress and try out some things by myself
Keep up the good work! Very, very cool
[QUOTE=JBaldwin;18348]
Update:
Small Choppy Ocean
Hurricane Swells
Fast Ocean Swell Sets
[/QUOTE]
Looks fantastic! Well done!
That is math right there.
Yes Trigonometry.
@ good jab someone is pushing you to the right Direction?
Looking great! I donāt 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 :
-
Shader mode āLocated In Material Instanceā = Ocean System or Manual Mode
- Ocean System - Uses 2 sets of data preset in the 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)
shader allows for multiple Shaders to be created
It works like :
The demo Shader I am creating is geared towards storms. Both the Ocean System Data Sets and Manual Parameters have been set in the Shader to act as a āStorm Shaderā
Simply duplicate the Shader, and input data for whatever ocean system you want. Then create material instances off of that new shader. will allow you to have multiple ocean system ( Shaders)
For Example:
- Storm System ( Shader + MICs) --āMICsā = Material Instance Constant*
- Calm System ( Shader + MICs)
- Shallow Water System ( Shader + MICs)
- Deep Calm Water System ( Shader + MICs)
And Much More