Guest Red Ocktober Posted June 29, 2012 Share Posted June 29, 2012 oh noooooooo... you let Josh stick his fingers in your ocean!!! and it was coming along so nicely... --Mike Quote Link to comment Share on other sites More sharing options...
shadmar Posted June 29, 2012 Author Share Posted June 29, 2012 The FFT ocean was just a sidetrack for testing Joshs' dataset in my shader and won't be released by me.. but, the original Gerstner ocean is still coming as in the video in the first post. Quote HP Omen - 16GB - i7 - Nvidia GTX 1060 6GB Link to comment Share on other sites More sharing options...
Pixel Perfect Posted June 29, 2012 Share Posted June 29, 2012 the original Gerstner ocean is still coming as in the video in the first post. I'd be very happy with that Quote Intel Core i5 2.66 GHz, Asus P7P55D, 8Gb DDR3 RAM, GTX460 1Gb DDR5, Windows 7 (x64), LE Editor, GMax, 3DWS, UU3D Pro, Texture Maker Pro, Shader Map Pro. Development language: C/C++ Link to comment Share on other sites More sharing options...
Josh Posted June 29, 2012 Share Posted June 29, 2012 It was the first time I got to see our wave data in-game. Thanks Shadmar, for your help. Still needs a lot of tweaking, but I am confident we can have awesome ocean water in Leadwerks3D. Plus, it looks like you will soon have better ocean water in LE2 thanks to Shadmar. Quote My job is to make tools you love, with the features you want, and performance you can't live without. Link to comment Share on other sites More sharing options...
ESP Posted June 29, 2012 Share Posted June 29, 2012 Sweet Quote Programmer , Intel Quad core, NVIDIA GeForce GT 220, Windows 7 Pro, Galaxy Tab 2 ( 7" and 10"), LE2,LE3,3DWS Link to comment Share on other sites More sharing options...
shadmar Posted July 1, 2012 Author Share Posted July 1, 2012 Surfs up new controls allow us to break waves (sort of) 30 meter wave.. ~ 80 feet? 3 Quote HP Omen - 16GB - i7 - Nvidia GTX 1060 6GB Link to comment Share on other sites More sharing options...
shadmar Posted July 1, 2012 Author Share Posted July 1, 2012 It's far from perfect, but give it a go : http://www.leadwerks.com/werkspace/files/file/355-ocean-refractive-depth-shader/ Quote HP Omen - 16GB - i7 - Nvidia GTX 1060 6GB Link to comment Share on other sites More sharing options...
Guest Red Ocktober Posted July 1, 2012 Share Posted July 1, 2012 looking really good so far Shad... one thing... the view distance seems to function differently from the previous version... the patch pops in and out when moving towards and away from it... i've changed the view distance in the editor, but it seems to have no effect... also it seems as if distance fog isn't affecting the water... i'm looking into both issues now to validate or if i am causing em... otherwise... i'm going with this... oh yeah, THANKS... needless to say, you're in my will... --Mike Quote Link to comment Share on other sites More sharing options...
shadmar Posted July 1, 2012 Author Share Posted July 1, 2012 The viewdistance can't be altered in the usual way, since it's a transparencyworld mesh I can't parent it to the entity without it bleeding. So we need to increase the aabb around it. I can make a slider for that. And update it in the UpdateMatrix(). About the fog.. I need to look into that one. Thx. needless to say, you're in my will... Thanks Quote HP Omen - 16GB - i7 - Nvidia GTX 1060 6GB Link to comment Share on other sites More sharing options...
shadmar Posted July 1, 2012 Author Share Posted July 1, 2012 Fixed both and reuppped, but they have their own sliders in the Ocean object. If you set fog in the atmosphere object also set same values here in the ocean object, maybe abit brighter.. 1 Quote HP Omen - 16GB - i7 - Nvidia GTX 1060 6GB Link to comment Share on other sites More sharing options...
Guest Red Ocktober Posted July 1, 2012 Share Posted July 1, 2012 whoa... that was quick looking at it now... get right back to ya... ****added***** that seems to do it... everything lookin' good... here's a quickee... the visibility and the fog are working fine... fog just a tad brighter, but no problem using settings to get the right mix... --Mike 2 Quote Link to comment Share on other sites More sharing options...
Josh Posted July 1, 2012 Share Posted July 1, 2012 I can't wait to try this out Monday. I've never seen crested waves in realtime graphics. Quote My job is to make tools you love, with the features you want, and performance you can't live without. Link to comment Share on other sites More sharing options...
Josh Posted July 2, 2012 Share Posted July 2, 2012 Wow, I finally tried this out. The screenshots do not do it justice. This is the best ocean water I've ever seen, in any game or demo. 1 Quote My job is to make tools you love, with the features you want, and performance you can't live without. Link to comment Share on other sites More sharing options...
shadmar Posted July 2, 2012 Author Share Posted July 2, 2012 Wow thanks, now that will certainly boost my confidence But it still suffers from not being tilable and would probably look better using a reflection camara instead of a cube reflection Maybe if if put on an adaptive mesh and using hw tessalation with some FFT ripple waves it could be great, @Mike, great shot! Quote HP Omen - 16GB - i7 - Nvidia GTX 1060 6GB Link to comment Share on other sites More sharing options...
ChrisV Posted July 2, 2012 Share Posted July 2, 2012 Really sweeeeeeeeet stuff, shadmar! Absolutely loving this ocean shader. Would be totally awesome if it had underwater effects. Maybe something you'll add later? Nice work, man! Thanks. Cheers Quote My Artwork. ZBrush 4R7 64-bit - 3DCoat 4.5 BETA 12 - Fl Studio 12 64Bit - LE 3.2 Indie version - Truespace 7 - Blender 2.71 - iClone 5.51 Pro - iClone 3DXChange 5.51 pipeline - Kontakt 5 - Bryce 7 - UU3D Pro - Substance Designer/Painter - Shadermap 3 - PaintShop Photo Pro X7 - Hexagon - Audacity - Gimp 2.8 - Vue 2015 - Reaktor 5 - Guitar Rig 5 - Bitmap2Material 3 Link to comment Share on other sites More sharing options...
Josh Posted July 2, 2012 Share Posted July 2, 2012 Wow thanks, now that will certainly boost my confidence But it still suffers from not being tilable and would probably look better using a reflection camara instead of a cube reflection Maybe if if put on an adaptive mesh and using hw tessalation with some FFT ripple waves it could be great, @Mike, great shot! I assume you can get a wave height for any XZ point, right? So just get the vertex global position, calculate the height, and all your tiles will line up to each other, because they are all using the same equation. Quote My job is to make tools you love, with the features you want, and performance you can't live without. Link to comment Share on other sites More sharing options...
Michael Betke Posted July 3, 2012 Share Posted July 3, 2012 My small contribution with this really nice ocean shader. Thanks! Keep up the good work. 5 Quote Pure3d Visualizations Germany - digital essences AAA 3D Model Shop specialized on nature and environments Link to comment Share on other sites More sharing options...
Michael Betke Posted July 3, 2012 Share Posted July 3, 2012 Here, I'm not a coder but I think I can help out with a foam texture which is less tiling. EDIT: Meehh, have problems with recording it as an animation. With my movie .lua to record a fly-through the ocean just does nothing and sits still. :( Ideas on it? Movie link: https://dl.dropbox.com/u/11571919/Ocean_Problem_Movie.avi https://dl.dropbox.c...19/foam_new.zip Quote Pure3d Visualizations Germany - digital essences AAA 3D Model Shop specialized on nature and environments Link to comment Share on other sites More sharing options...
shadmar Posted July 3, 2012 Author Share Posted July 3, 2012 Wow that is one really epic scene :-) I don't know what could cause the ocean to stop animating except if you somehow override apptime variable wich the vertexshader reads to animate the ocean. Thx for the foam I will check it out. Quote HP Omen - 16GB - i7 - Nvidia GTX 1060 6GB Link to comment Share on other sites More sharing options...
Guest Red Ocktober Posted July 3, 2012 Share Posted July 3, 2012 yeah Michael... those are some seriously nice scenes... --Mike Quote Link to comment Share on other sites More sharing options...
Michael Betke Posted July 5, 2012 Share Posted July 5, 2012 Would be nice if a slider for "foam-size" would be there too. So the area or foam where it hits the beach or is near an object could be made bigger by the user. Maybe blending two layers of foam together with different textures and moving will bring some more realism into it. Quote Pure3d Visualizations Germany - digital essences AAA 3D Model Shop specialized on nature and environments Link to comment Share on other sites More sharing options...
Guest Red Ocktober Posted July 5, 2012 Share Posted July 5, 2012 Michael... did you play with the "shore foam strength" slider... --Mike Quote Link to comment Share on other sites More sharing options...
Michael Betke Posted July 6, 2012 Share Posted July 6, 2012 Of course it just makes it more intense but not change the with of the foam making it looking a bit sharp if you have a strenght foam with such a small line of foam. Quote Pure3d Visualizations Germany - digital essences AAA 3D Model Shop specialized on nature and environments Link to comment Share on other sites More sharing options...
shadmar Posted July 6, 2012 Author Share Posted July 6, 2012 Uploading a new version now, which allows control of the foam tiling. I suggest setting up shore foam tiles first since the wave foam is shorefoam multipiled by wavefoam tiles Quote HP Omen - 16GB - i7 - Nvidia GTX 1060 6GB Link to comment Share on other sites More sharing options...
LEFans Posted July 6, 2012 Share Posted July 6, 2012 Great.Is there likely to increase reflection, refraction, underwater effect? Quote AMD3600+/2GB DDR3 SDRAM / GeForce 8600 GTS I3 530/2GB DDR3/GF GT240 DDR5 Link to comment Share on other sites More sharing options...
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