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Am 2016-03-26 04:49, also sprach Thomas de Groot:
>
> My memory played me wrong. Not Tim Nikias but Tek. With his code it
> seems I did this.
>
Neat. It looks like a hybrid tracing/painting. The sails: traced. The
sea foam and clouds: painting!
--
dik
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It would be very involved to create realistic animations of an ocean surface.
This page: http://www.portageinc.com/community/pp/break.aspx
talks about the physics of various types of ocean waves. The main ones you
would have to consider are:
Deep water waves - classified as having a depth of over half their wavelength.
Shallow waves - classified as having a depth less than 1/20th of their
wavelength.
Wind waves - caused by air currents moving over the surface of a the water.
Tidal waves - primarily caused by gravity of an orbiting body.
You would also have to simulate Stokes Drift.
The best way to do all of this, in my opinion would be to use a combination of
height-fields for topology and particles for spray. The surface and spray would
be recalculated with each frame, which could take several seconds to several
minutes, depending on the scale.
you would have to cache the particles created in previous frames, so they can be
re-rendered in subsequent frames. These particles would have to have a velocity
vector and a lifespan.
if you have the patience to dig through nicely written, but uncommented code,
you might be able to cobble together some simulation parameters from these:
https://www.shadertoy.com/view/Ms2SD1
http://david.li/waves/
Regards,
A.D.B.
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On 26-3-2016 14:06, LanuHum wrote:
> Thomas!
> I don't ask to do animation. You the master to do very beautiful textures. How
> to set up and what to use patterns?
>
I misunderstood, sorry. From your earlier post I thought you wanted to
/animate/ the sea surface.
- The texture of Tek's sea (2006) is not mine but Tek's ;-) I attach the
file; please note that my sailing ship is /not/ included: you have to
comment it out at the end of the file.
- In the same way, the texture by Marc Jacquier (2003) is /not/ mine ;-)
I also attach the file.
--
Thomas
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Attachments:
Download 'utf-8' (18 KB)
Download 'us-ascii' (11 KB)
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On 26-3-2016 17:31, dick balaska wrote:
> Am 2016-03-26 04:49, also sprach Thomas de Groot:
>>
>> My memory played me wrong. Not Tim Nikias but Tek. With his code it
>> seems I did this.
>>
> Neat. It looks like a hybrid tracing/painting. The sails: traced. The
> sea foam and clouds: painting!
>
>
Except for the ship, all else is Tek's, but I agree, it looks like a
painting and that was also my original intention thinking about Dutch
17th century marines.
--
Thomas
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On 27-3-2016 3:00, Anthony D. Baye wrote:
> It would be very involved to create realistic animations of an ocean surface.
>
It is not my intention. I misinterpreted something Lanuhum wrote in an
earlier post. It would be neat to do but way beyond my capacities.
--
Thomas
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Thomas de Groot <tho### [at] degrootorg> wrote:
> On 27-3-2016 3:00, Anthony D. Baye wrote:
> > It would be very involved to create realistic animations of an ocean surface.
> >
>
> It is not my intention. I misinterpreted something Lanuhum wrote in an
> earlier post. It would be neat to do but way beyond my capacities.
>
> --
> Thomas
Thomas, I will look at your files, thanks!
But, I want to take methodical result.
The blender has tools for creation of waves.
Example: on the picture 3 waves.
Speed, height, width, life time, dumping is set up for each wave separately.
I hope, a script I will be able to create a large number of waves.
Now I need to add a pattern for normal. What?
Post a reply to this message
Attachments:
Download 'sea_wip.blend.jpg' (134 KB)
Preview of image 'sea_wip.blend.jpg'
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Thomas de Groot <tho### [at] degrootorg> wrote:
> On 26-3-2016 14:06, LanuHum wrote:
> > Thomas!
> > I don't ask to do animation. You the master to do very beautiful textures. How
> > to set up and what to use patterns?
> >
>
> I misunderstood, sorry. From your earlier post I thought you wanted to
> /animate/ the sea surface.
>
> - The texture of Tek's sea (2006) is not mine but Tek's ;-) I attach the
> file; please note that my sailing ship is /not/ included: you have to
> comment it out at the end of the file.
>
> - In the same way, the texture by Marc Jacquier (2003) is /not/ mine ;-)
> I also attach the file.
>
> --
> Thomas
I took from utf-8 normal.
#declare Material_001 = texture{
pigment{color srgbft <0.5012,0.9606,0.9037,0.0000,0.0000>}
finish{
diffuse 0.8000
brilliance 1.8000
specular 1.0000
roughness 0.0200
}
normal{
crackle -2 form <1,0,0>
scale <.0005,.003,.003>*2
poly_wave 2
}
}
Result is very bad. :(
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Attachments:
Download 'scene.jpg' (98 KB)
Preview of image 'scene.jpg'
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If somebody wants to try to set up a texture on a mesh2 I attach the file:
Post a reply to this message
Attachments:
Download 'sea.7z.zip' (295 KB)
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On 27-3-2016 11:01, LanuHum wrote:
> Now I need to add a pattern for normal. What?
>
I think a smaller wave pattern would do or a crackle pattern elongated
parallel to the waves. Crackle seems to be used preferentially in both
tek's as Jacquier's code.
--
Thomas
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On 27-3-2016 11:22, LanuHum wrote:
> I took from utf-8 normal.
>
> #declare Material_001 = texture{
> pigment{color srgbft <0.5012,0.9606,0.9037,0.0000,0.0000>}
> finish{
> diffuse 0.8000
> brilliance 1.8000
> specular 1.0000
> roughness 0.0200
> }
> normal{
> crackle -2 form <1,0,0>
> scale <.0005,.003,.003>*2
> poly_wave 2
> }
> }
>
> Result is very bad. :(
>
LOL this looks like leather! It could be useful as foam otoh. Not too
good indeed as sea water. What about scaling it much larger and more
elongated?
It has been a long time since I worked on a seascape...
--
Thomas
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