Thanks
I tried that and didn't seem to work but maybe I had some incorrect setting = will try again. thanks again.
I have been too busy to attempt animation (yet). My initial thought was to adjust the terrain settings, but TBH, I don't even know if those are animate-able. If you get something to work, please post it here!
Now that I've started down this track and thinking about what it would take to create an animation of a boat rocking on rough seas, the next question is:
How do you find the perpendicular (angle) of a terrain surface at a specific point?
I know that when you populate trees (e.g.) on a terrain, there is an option that places trees perpendicular to the surface, but I don't know of a way to relate one object (e.g., a boat) to the terrain in this fashion.
I'll have to experiment with replicating 1 copy of a boat onto the ocean terrain's surface, and see if it creates the right effect.
I can't picture how to use physics animation, but that might also be an option.
I did a bobber hitting the water a few years ago & just keyframed the bobber movement.
animation is at shoestring shaders site. > http://www.des-web.net/html/samples.html
If you are using a replicated terrain, getting your boat movement will require alot of area renders, as the follow terrain modifier can't have the boat follow a replicated terrain. The other option would be just using a terrain without replication, as I did with the bobber.
A trick 3dage gave me some time ago using the ocean primitive - should work equally well on an animated terrain.
Replicate, hide the original then place a boat - you will have to mess about with the boat's pivot point to get it just right - and it will bob about nicely as the ocean (terrain?) moves. Just trying to remember - was it a replica of the boat, was it parented to the ocean?
My "real" PC gave up the ghost last week and I'm waiting for a custom-built replacement, so can't experiment with this at the moment. No point in trying anything CG on this toy laptop:)
I have been experimenting, trying to create a waterfall.
The water at the top is just a simple mesh. It could have been even simpler, but I made a copy of the terrain, and re-sculpted and removed unnecessary parts.
The waterfall is a base mesh, in the shape of the fall. No details, since it will be hidden.
On this mesh I replicated the waterdrops.
I just couldn't get the water to look right, until I tried to put a little bit of glow in the shader. 2 % was just right..
So much can be accomplished with (1) terrain primitive, (2) replicator on grid and seamless settings, and (3) water shader that uses the slope and elevation functions to drive a foam shader mixer. In particular, #3 can make animating ocean waves spectacular.
@Varsel - very impressive waterfall and clever use of the glow channel. Remember it from a great challenge entry.
So much can be accomplished with (1) terrain primitive, (2) replicator on grid and seamless settings, and (3) water shader that uses the slope and elevation functions to drive a foam shader mixer. In particular, #3 can make animating ocean waves spectacular.
@Varsel - very impressive waterfall and clever use of the glow channel. Remember it from a great challenge entry.
I love that waterfall! I love all of Varsel's work, actually! :)
Comments
I have been too busy to attempt animation (yet). My initial thought was to adjust the terrain settings, but TBH, I don't even know if those are animate-able. If you get something to work, please post it here!
FD
You can animate the terrain using the wave deformer. The phase should be at 0% at the start of the animation and 100% at the end.
Thanks, EP, for sharing that! Nicely done too!
FD
Now that I've started down this track and thinking about what it would take to create an animation of a boat rocking on rough seas, the next question is:
How do you find the perpendicular (angle) of a terrain surface at a specific point?
I know that when you populate trees (e.g.) on a terrain, there is an option that places trees perpendicular to the surface, but I don't know of a way to relate one object (e.g., a boat) to the terrain in this fashion.
I'll have to experiment with replicating 1 copy of a boat onto the ocean terrain's surface, and see if it creates the right effect.
I can't picture how to use physics animation, but that might also be an option.
FD
Sparrowhawk has a 'follow terrain" plugin. I think it could help.
I did a bobber hitting the water a few years ago & just keyframed the bobber movement.
animation is at shoestring shaders site. > http://www.des-web.net/html/samples.html
If you are using a replicated terrain, getting your boat movement will require alot of area renders, as the follow terrain modifier can't have the boat follow a replicated terrain. The other option would be just using a terrain without replication, as I did with the bobber.
Philemo and McGuiver, good inputs! I've heard of Sparrowhawk's plug-ins, so I will definitely look into that.
Nice job on the bobber, McG. I'll have to consider how to create a terrain large enough not to need a replicator then...
Thanks!
FD
A trick 3dage gave me some time ago using the ocean primitive - should work equally well on an animated terrain.
Replicate, hide the original then place a boat - you will have to mess about with the boat's pivot point to get it just right - and it will bob about nicely as the ocean (terrain?) moves. Just trying to remember - was it a replica of the boat, was it parented to the ocean?
My "real" PC gave up the ghost last week and I'm waiting for a custom-built replacement, so can't experiment with this at the moment. No point in trying anything CG on this toy laptop:)
Not exactly an ocean..... but its water.
I have been experimenting, trying to create a waterfall.
The water at the top is just a simple mesh. It could have been even simpler, but I made a copy of the terrain, and re-sculpted and removed unnecessary parts.
The waterfall is a base mesh, in the shape of the fall. No details, since it will be hidden.
On this mesh I replicated the waterdrops.
I just couldn't get the water to look right, until I tried to put a little bit of glow in the shader. 2 % was just right..
I did also use caustics when I rendered.
That's gorgeous!
TUTORIAL! TUTORIAL! :D
Varsel, that looks absolutely stunning!
~ interesting subject ~
Ed have you seen EvilProducer's freebie?
http://carraracafe.com/tag/ocean/
~ yeah , pretty much ~ thanx -
saw the carrara cafe link a while back (tnx wendy), but missed this one.
thanks for bumping it @ed3D
--ms
+1 Fractal Dimensia fricken ROCKS! This is a great article!
~ you`re welcome ~
So much can be accomplished with (1) terrain primitive, (2) replicator on grid and seamless settings, and (3) water shader that uses the slope and elevation functions to drive a foam shader mixer. In particular, #3 can make animating ocean waves spectacular.
@Varsel - very impressive waterfall and clever use of the glow channel. Remember it from a great challenge entry.
I love that waterfall! I love all of Varsel's work, actually! :)