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Ranger Rover Ocean Challenge Breakdown

Surface, foam, spray and render tests

9/25/2018

1 Comment

 
Based on feedback to look at scale and to use more references I made some improvements on the overall ocean surface using the following techniques: 

1) Wave instancing: created a separate ocean spectrum node with random seed and instanced it to scattered particles in the distance with a mask for the bounding box area
2) Ocean Waves: created a set of "tidal" waves instanced to a plane and animated across the infinite spectrum and flip tank.   
3) Wave mask: painted a mask attached to a "calmed" ocean spectrum node to create some flatter areas in the ocean   
Latest foam version as of 9/25/2018.  Varied the pscale of the source particles (post process) using a simple vex snippet  @pscale = fit01(rand(@id), 0.055, 0.0035);  Dialed down the density on both the point replicate and the foam shader.
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​Ocean Surface with improvements and new HDRI light from Tybee Island (SUNSET)
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Foam test with spray
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​Overhead low density foam
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Higher density foam test with forced matte objects
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1 Comment
Giles B link
4/16/2021 10:27:51 am

Hello mate great blog.

Reply



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  • Home
  • Contact
  • BLOG
    • Oil_blowout
    • Personal Work
  • WORK
    • MA Project
    • Nuclear Blastwave Destruction
    • Mock car commercial
    • Spacial Discontinuity
    • Live_Match_particles
    • Boolean-destruction
    • Ammonites
  • R&D
    • Boat wake
    • Destruction Blastwave
    • Destruction Bomb
    • Oil fire
    • Splash
    • Sticky Fluids
    • Water Man