rexus opened this issue on May 27, 2010 · 7 posts
rexus posted Thu, 27 May 2010 at 2:13 AM
Attached Link: http://vimeo.com/12072395
nice and easy tool. I emphasized the foam size to watch it better. very fast to use to simulate random motions. ciaoMarkBremmer posted Thu, 27 May 2010 at 7:28 AM
Nice improvements. :D
rexus posted Thu, 27 May 2010 at 10:03 AM
thank you mark, i'm tasting carrara more and more and I'm pleasantly astonished by it
faba posted Sun, 30 May 2010 at 5:02 AM
Hello Rexus,
that looks erally interesting.
Would you mind to have a closer description how you reached that effect?, maybe with a screenshot?
I've once seen a nice shore line effect in a game engine where 2 surfaces with the texture of the shore foam were moving forth and back with delay. that was so far the best fake of a shore line I had seen. But yours sounds interesting too.
rexus posted Sun, 30 May 2010 at 12:12 PM
hello faba, nothing so artificial: the sea that you can watch is an icosaedron flattened, decimated and jagged; then I applied two different shaders, I added an alpha map to foam to make it a little likely, probably you cannot see because the tests i'm doing are for mobile contents and videos are saturated, contrasted and brighter. Then I split up the wavefront into three parts and I applied three morph targets with three different timelines to make them asynchronous. Well it's easier do it than say. Hope this helps
ciao
faba posted Sun, 30 May 2010 at 1:07 PM
many thx!
rexus posted Fri, 04 June 2010 at 10:16 AM
Attached Link: http://vimeo.com/12294841
my pleasure, faba here is a first test to simulate wind by using morph targets on vegetation "off the shelf". ciao