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Ph Gibone wrote:
>
> >I was wondering what was the best way to proceed :
> >- creation of textures to be used as height fields
> >- mesh generation
> >- isosurface (with a parameteric definition of the waves) in the
> Superpatch.
> >I tried the last two approaches and I went as far as creating a wave macro
> that
> >makes a simple wavy surface mesh but I stopped there. The problems I have
> to
> >solve are 1) the mesh /isosurface size and parsing and 2) how to introduce
> >randomness in the waves. If you want the source it's available.
>
> The solution I'm currently investigating is :
> 1) I start with a still image (multifractal or fractionnal Brownian motion)
> and then
> 2) I add 2 sine waves of different Ampitude, Frequency and Direction and
> then
> 3) I add a Three (x, y (or z) and time) dimensionnal correlated noise (don't
> know yet what will be the final form)
>
> The sample I've posted is made of Part 2 only (the smoothest ocean possible
> !),
> The code for part one is written and working (!!!?)
> The final idea for part three is in my head I just have to squeezzzzzz my
> brains to take it out !
>
> Of course I'm interested in your Code, I hope I will come with an idea for
> your point 2, because it is my current concern
>
> Philippe
>
> Gilles : J'adore ton site (J'aime aussi Dali, Magritte et Tanguy, ce n'est
> donc pas une surprise)
I don't know how much this differs from the approaches mentioned here, but I've
also seen a sea/ocean-surface with heightfields generated with an algorithm
similar to the famous fire-algorithm you'll find all over the demo-scene. The
effect is actually quite nice.
While I'm at it: it's not really a topic in this thread but the idea of making
the most realistic ocean is a bit pointless because the ocean (sea) will look
different all over the world. If you compare the Mediterranean to the Northsea
for instance, one is clear-blue the other muddy-greyish (which apparently means
the water is cleaner...)
Regards,
Remco
PS if you like I can dig up an example of the animated seasurface I mentioned.
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