Subject: AW: Ocean/Water Tricks 2005-06-27 - By Sandy Sutherland
Back or a change range - and set your new ranges to go from an equal minus to plus - i.e. -0.5 to 0.5!
S.
-- ---- ---- ---- ---- ---- ---- ---- ---- ---- ---- ----- Sandy Sutherland Digital Doodeller - TD The Refinery (Cape) http://www.refinery.co.za mailto:sandy@(protected) (P) (+27 21) 480 3132 (F) (+27 21) 480 3101 -- ---- ---- ---- ---- ---- ---- ---- ---- ---- ---- -----
-- -- Original Message -- -- From: "brad" <brad@(protected)> To: <XSI@(protected)>; <XSI@(protected)> Sent: Friday, June 24, 2005 11:42 PM Subject: Re: AW: Ocean/Water Tricks
Remember that the color value of your shader = the distance traveled in the normal direction of your surface. If you want to move your entire surface down, you can pipe the shader through a Math>Scalar Basic node and subtract a value.
-Brad
-- ----Original Message-- ---- > thanks for the help Brad. After following your steps and some tweakingI am getting pretty good ocean surfaces but the displacement "raises"the whole grid a couple units in Y. Is that a normal thing fordisplacement? Is there a way to stop this from occurring. Appreciateall the help . > > -c > > brad wrote: > > There is no "easy" way to do interactive oceans and splashing effects, which is why there's the need for 3rd party specifics such as Arete and Real Wave. If you intend to do interaction with your surface, then you'll need your vertex points to move in order to give you reference from which to deform for wakes and emit particles for splashing.You can move the points using the waves operators, but they are not well suited for the amount of randomness you need for an ocean. If you want to go the rout of generating your waves via textures, you'll need to convert the displacement maps to shpe animation. There are plugins out there you can find on the various XSI site that will convert grayscale to vertex v-values, but I'm not sure about animated ones.Then you are dealing with an enormous data set, so much of your time will be spent figuring out ways to cheat the ocean grid resolution into something manageable. This fact holds true for the third party apps as well, so you'd be ! stuck doing this regardless.Once you have moving points for your wave action, you can use lattice deforms, and particle effects to get all the interaction you need... displacements, wakes, foam, etc.-Brad-- ----Original Message-- ---- > > Yup, I know this, thanks! I should have been a bit more specific I suppose. I want to build ainteractive ocean/sea. Something that Object A can affect the oceansurface. Based on Brads techniques and the ones that i have here, if Iwanted to create a wake or swell, or even a splash? Thanks again. Marc wrote: You probably know this...if not...its a good start:http://www.garryrunke.com/tutorials/Water-Tutorial.html -- --Urspr?ng liche Nachricht-- --Von: owner-xsi@(protected) [mailto:owner-xsi@(protected)] Im Auftragvon Cole SonesGesendeeeeet: Freitag, 24. Juni 2005 20:05An: XSIBetreff: Ocean/Water TricksAny one have any quick to render ocean/water shadier tricks up theirsleeves that don't involve Psunami plugins? thanks---Cole SonesNOAALead Something Somewhere206.526.4412 WORK206.579.3343 CELL---Unsubscribe? Mail Majordomo@(protected) with the following text in body:unsubscribe si ---Unsubscribe? Mail Majordomo@(protected) with the following text in body:unsubscrib! e xsi -- Cole SonesNOAALead Something Somewhere206.526.4412 WORK206.579.3343 CELL > > -- ----Original Message-- ---- --Unsubscribe? Mail Majordomo@(protected) with the following text in body:unsubscribe xsi > > -- Cole SonesNOAALead Something Somewhere206.526.4412 WORK206.579.3343 CELL -- ----Original Message-- ----
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