Jump to content

Ocean wave Deformer


sebkaine

Recommended Posts

Hi Guys,

 

I have try to play with the wave deformer but it doesn't look to match what i want.

I would need this :

 

 

There was this thread that illustrate the concept but it's only showroom

http://forums.odforce.net/topic/17356-wavedeformer/?hl=%2Bwave+%2Bdeformer

 

Building a VEX deformer would be nice but i'm not sure of what is the exact math to do this :

 

Gertsner + Tessendorf looks useful for swell in open sea

https://en.wikipedia.org/wiki/Trochoidal_wave

http://graphics.ucsd.edu/courses/rendering/2005/jdewall/tessendorf.pdf

And we did have that in H with the ocean waves tool 

 

But i don't know what is the math formula for this breaking waves effects ?

 

Any help or advise would be great !

 

Thanks for your time.

 

Cheers 

 

E

Edited by sebkaine
Link to comment
Share on other sites

I agree i'm also reading the VEX and it's not crystal clear.

I would love to be able to replicate exactly what happen in the first vimeo video i've post.

With a very simple vex formula apply on a simple CV.

 

it looks extremely simple , but from there we could build really cool stuff ...

Edited by sebkaine
Link to comment
Share on other sites

I also put a link to this one which is also interesting :

http://forums.odforce.net/topic/13627-ocean-tools-and-graduation-project/

 

I have try to put this one in vex but after 2 hours of test there is something i'm still missing.

The text is not crystal clear in certain area and doesn't look to work.

The fact that you play with weird value is also pretty hard to control what you do.

 

I have switch old school with blendshape in Maya and i get a very close result to the first video in a matter of minutes.

It looks at the end that manual blendshape is what sony use and not procedural deformation.

http://library.imageworks.com/pdfs/imageworks-library-Surfs-Up-the-making-of-an-animated-documentary.pdf

 

Section 4.4.1 Wave Geometry is very interesting:

 

A single cross-section of the wave was modeled by hand using a NURBS curve profile along with several target blendshapes to simulate that profile’s life-cycle over time. About eleven blendshape targets approximated the full life of a breaking “pipeline” wave from birth to resolve. A single 0-1 time attribute was rigged to drive the wave though all of these targets. In addition to the life-cycle shapes, other blendshape curves were introduced to further shape the wave; controlling aspects like lip thickness, depth of the trough, wave height, slope of the front face, etc. At the heart of the Surf’s Up wave is this single curve with multiple blendshape targets to mimic various wave shapes and behaviors. Not only was the curve shape important, but the placement and interpolation of the CVs over time was critical for driving how ocean texture moved, stretched, and compressed over the wave surface.

wave_deformer.hiplc

Edited by sebkaine
Link to comment
Share on other sites

Join the conversation

You can post now and register later. If you have an account, sign in now to post with your account.
Note: Your post will require moderator approval before it will be visible.

Guest
Reply to this topic...

×   Pasted as rich text.   Paste as plain text instead

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.

×
×
  • Create New...