iREAL Animated Ocean Water System

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Comments

  • BeeMKayBeeMKay Posts: 7,019
    edited October 2016
    Ivy said:

    @ BeeMKay  that was awesome.  what was you using for the beach? 

     

    Thank you. smiley It's more the fun of tinkering around than anything else, and the result is certainly mostly illustration purposes for how the product works, and what can and can't be done.

    And... Oops... I knew I had forgotten something in the credits! blush

    I think it's this one: http://www.daz3d.com/beach-pod

    But I have to check the file first to be sure.

    EDIT: Is is, indeed, the BeachPod beach, though I used a different texture on it.

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    Post edited by BeeMKay on
  • FrankTheTankFrankTheTank Posts: 1,481

    I think someone asked if this works well with pools, I find it works really well with inground pools.

    You just need to hide the foam layer, use the clear water material setting, use dead ocean, and slow down the aniblock to 50% speed.

    Of course you can also completely change material...

     

     

  • BeeMKayBeeMKay Posts: 7,019
    edited October 2016

    While I'd love to watch your video, the powers that be do not allow it, because the GEMA objects to the SME music you use. (Actually, they are arguing with YouTube for fees about songs by SME, not you.)

    So, while I think the still is hilarious... smiley

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  • BeeMKayBeeMKay Posts: 7,019
    edited October 2016

    @BeeMKay,

    Great work with that experimental video. It's nice to see how users expand on more possibilities that I hadn't even thought about (nice music too). yes

    -P

    Thanks. smiley 

    I'm currently experimenting with having two different ocean segments overlapping, with the more "violent" one reduced along the wave-running axis by 75%. The results so far are quite interesting, but to really make this work, an "end section" part is needed that has no movement. Otherwise, the edge will break through the surface (of either the beach or the other wave segment), and pretty much ruin the effect.

     

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    Post edited by BeeMKay on
  • BeeMKay said:
    I'm currently experimenting with having two different ocean segments overlapping, with the more "violent" one reduced along the wave-running axis by 75%. The results so far are quite interesting, but to really make this work, an "end section" part is needed that has no movement. Otherwise, the edge will break through the surface (of either the beach or the other wave segment), and pretty much ruin the effect.

     

    Nice work, I am liking the effects. It definitely looks much more like a shoreline now. The previous video of the rolling ocean in the background with the dead ocean in the foreground really looked nice as well. It almost looked like it could pass for a far-off tsunami if you upped the Y-Scale perhaps. 

    Anyway, great work.

    -P

  • FrankTheTankFrankTheTank Posts: 1,481
    BeeMKay said:

    While I'd love to watch your video, the powers that be do not allow it, because the GEMA objects to the SME music you use. (Actually, they are arguing with YouTube for fees about songs by SME, not you.)

    So, while I think the still is hilarious... smiley

    @BeeMKay, I uploaded a 2nd version without sound for you:

  • BeeMKayBeeMKay Posts: 7,019

    Thank you! smiley George is really having the good life, first pleasure-riding a whale, now whaling around himself in the pool. devil

    The water is Dead Ocean? I presume? It fits the size of the pool nicely, also in regards to the wave hight. Well done. yes

  • FrankTheTankFrankTheTank Posts: 1,481
    BeeMKay said:

    Thank you! smiley George is really having the good life, first pleasure-riding a whale, now whaling around himself in the pool. devil

    The water is Dead Ocean? I presume? It fits the size of the pool nicely, also in regards to the wave hight. Well done. yes

    Yes, dead ocean, and i slowed down the aniblock by 50% to give it a more casual movement.  A warning though: Changing the material to a volumetric milk shader geatly increased render time. With water I can get away with 100 iterations, with the milk shader it required 450 iterations to get a non-grainy look, so I went from about 1 minute per frame to over 3 minutes per frame to render.

  • BeeMKayBeeMKay Posts: 7,019
    edited October 2016

    Talk about render times... I am currently experimenting with transparency maps to approach the wave-at-shore thing from a different angle (as a workaround), and that also increases the render times considerably. But the results of the first test renders are promising.

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    Post edited by BeeMKay on
  • BeeMKayBeeMKay Posts: 7,019
    edited October 2016

    Here's the (for now) final installment of the tests with the iAWS. Adding transparency maps this time. https://vimeo.com/185394994

    EDIT: It's Animated Water System, not animates Oacean System, of course....

     

    Post edited by BeeMKay on
  • RuphussRuphuss Posts: 2,631

    interesting effects but does not look like water any more for me

    mavbe for some really different use

    a teleporter or portal comes to my mind here

    maybe some boulders at the shoreline make it look different

  • BeeMKayBeeMKay Posts: 7,019

    The problem is that water has volume, and shore waves has volume... but the waves here are not created for shore waves.

    It simply shows, and the cutout opacity map also doesn't catch everything. I hope that the PA will come up with some add-ons for the product, because it just has so much potential.

  • RuphussRuphuss Posts: 2,631

    i think your vids are a big help for philosopher to evolve the product

  • Thought I'd have a play with this great product. Some of Ron's splash brushes used around the edges of the pallet

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  • BeeMKayBeeMKay Posts: 7,019

    Great render!

    Let's hope she wasn't shipwrecked by George and his whale... wink

  • Thought I'd have a play with this great product. Some of Ron's splash brushes used around the edges of the pallet

    Great work @chris-2599934. The little splashes add a nice effect too. 

    -P

  • IvyIvy Posts: 7,165

    Thought I'd have a play with this great product. Some of Ron's splash brushes used around the edges of the pallet

    really great job. :)

  • IvyIvy Posts: 7,165

    One I did

    Sailing Away # Gallery Post

    click for best viewed full size 1080HD

  • fastbike1fastbike1 Posts: 4,078

    @Ivy  "One I did, Sailing Away # Gallery Post"

     

    Lookin' good (great actually).

  • IvyIvy Posts: 7,165
    edited October 2016
    fastbike1 said:

    @Ivy  "One I did, Sailing Away # Gallery Post"

     

    Lookin' good (great actually).

    Thank you.FB , I too used a little photoshop to create the boat wakes.

    Had a little trouble rendering this at first I had just updated my graphic card driver just before working on this , and the driver was giving me all kinds of problems, crashing Daz & Blue screening my systems. it took me a minute to figure it out.  but once i rolled the NVIDIA driver back i was able to render this with out any issues.

    Post edited by Ivy on
  • Ivy said:

    One I did

    Sailing Away # Gallery Post

    click for best viewed full size 1080HD

    Great render Ivy; very realistic looking. And the splashes add a nice effect. It makes me thirsty just looking at it. 

     

    -P

  • PA_ThePhilosopherPA_ThePhilosopher Posts: 1,039
    edited October 2016
    Ruphuss said:

    i think your vids are a big help for philosopher to evolve the product

    @Ruphuss,

    Definitely. There are some great ideas in this thread. And considering the product seems to be popular in the store, I will see if I can continue developing upon it further. I would really like to tackle the beach idea, to make realistic waves crashing up on the shorline. So far the solution has eluded me, on how to do this with point level animation. But hopefully I can figure it out. 

    -P

    Post edited by PA_ThePhilosopher on
  • KaliadderKaliadder Posts: 71
    edited February 2018

    If it's of any help to anyone, I just released a tutorial regarding using rigid body with the water to make an object appear to "float".  It's on my YouTube channel: Kallie Experiments

    Post edited by Kaliadder on
  • nonesuch00nonesuch00 Posts: 18,722
    BeeMKay said:

    Talk about render times... I am currently experimenting with transparency maps to approach the wave-at-shore thing from a different angle (as a workaround), and that also increases the render times considerably. But the results of the first test renders are promising.

    Instead of that shore at the edge why not set a island in the middle of it? Or is that what you've done?

  • RuphussRuphuss Posts: 2,631
    Kaliadder said:

    If it's of any help to anyone, I just released a tutorial regarding using rigid body with the water to make an object appear to "float".  It's on my YouTube channel: Kallie Experiments

    thanks for your attempt of a tut video

    but its so silently spoken and then this distracting music all the time very annoying

    you can do this better

  • Kaliadder said:

    If it's of any help to anyone, I just released a tutorial regarding using rigid body with the water to make an object appear to "float".  It's on my YouTube channel: Kallie Experiments

    Fantastic tutorial, thank you for sharing the knowledge

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