from some time I am thinking about best methods for generation of quite realistic ocean waves in Rhino, or outside of it. We have displacement and we have bump for rendering effects which both used wisely can generate nice results.
However in Blender for example there is implemented open source Houdini Ocean Toolkit, which I believe really can provide better quality, and is adding some animation capacilities. Link below:
If someone was interested, we have ended up with buying Vray render engine, which allows to import ocean mesh animation during rendering only as alembic proxy mesh. Mesh is preparred in Blender, material is added in Rhino.
Thanks Nathan, I tried exporting the mesh directly, but because I’m working with a large mesh, it bogs down Rhino / Vray quite a bit. I am trying some alternative methods to see how I can reduce the polygons. The black line in the horizon with HDRIs is always a problem, as I’m trying to find a solution to getting good results with quick renders (without post processing).
The first render on that other post, is it just a normal map? Because then I get a flat waterline, so even though the result looks good, it’s not realistic. That’s why I’m going to the displacement route. Also do you think that material would work with Rhino 6? It is just a placeholder if I import it.
@piac I think it could be a good add to the noise (4Dnoise) component to add Details (octave) Roughness and Distortion as in Blender. The main difference I think is that blender as a Noise from [0 to 1] and your component is [-1 to 1].
Could you link to these shaders? It’d be interesting to see more of them.
I’ll try to get the displacement hooked up via GhShaderNodes too - displacement obviously works for Raytraced (:
This is becoming quite a nice definition. If you feel like it you could add vertex color information for foam. I could create a custom ocean shading material that would use this vertex color layer for adding foam shading. The Blender ocean modifier can do that too. The foam data is essentially just a gray scale where white means foam, black no foam.
(edit: except I suddenly remember that vertex color retrieval is a bit broken - but once that is fixed too it should work a treat.)
The definition you posted gives 40k quads currently for the surface it creates. That should give quite nice control over foam detail on and between waves.
Right, I’m rather interested in the resulting polygon count. But of course, if you’re working with a model in mm, and then have a disc with diameter 8000m then that’ll be rather big yes, especially if you’re going for 1 unit edge length or something like that.
There are 17308032 quadrilateral polygons and 0 triangular polygons in this selection
There would be 34616064 total triangular polygons in this selection after forced triangulation
Yes I am working in mm for the models. Now that I think it seems this is not the right approach. I will try something like Lukasz’s idea of having an inner circle with displacement and an outer circle with bump only.