Added: 5 years ago
From: ericboissard
Views: 90,620
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  • I've tried many ways, I'm using the wave with modfy-displace-smoke tex

    no using diffuse of course, and tried using refract base on sky tex

    and some noise in the bump, and various set key on the size, offset x & y

    still, just plastic ocean i've got... is this 3ds max's max? do we have to use Dreamscape?

  • Just wish you could hear the waves with this beautiful viedo it would look more realistic.. For someon who grew up on the ocean misses the sounds of the waves..Brings me back to home..

  • Just wish you could hear the waves with this beautiful viedo it would look more realistic.. For someon who grew up on the ocean misses the sounds of the waves..Brings me back to home..

  • How did you do this????

    Ive been trying to create waves in Unity but it wont work lol

  • This inspired me to write my own version - and now I have it working. The FFT was... 4 days of solid debugging - imaginary numbers in render targets - yikes!

  • It would be AWESOME to sail that Digital SEA one day!! >=)

  • норм...

  • This is badass. Nice work!

  • Was this OpenGL? or DirectX, Source code please? Nice job!

    Subscribed and Rated.

  • Wauhw! that's beautifullist sea i ever seen!

  • So smooth, there must be tons of polys? How many are rendered on average?

  • Hi, the whole ocean is about 20000 polygons, it is made of squared tileable patches (64x64), (32x32)... Depending of the angle of view and the number of culled patches, I would say that I have an average of 10000 polygons rendered. A real-time dynamic normal map is used to render the smallest waves and reduce the number of polygons and give a smooth aspect.

  • Ah, that's quite clever actually! Good work!

  • that looks like plastic, get 3ds max and use the dreamscape plugin

  • what for? he can just improve the shader

  • exactly, this is real-time not a pre-rendered animation like you are suggesting.

    Indeed it looks a bit like plastic, I could tweak the fresnel term to improve the rendering indeed.

    But please don't compare real-time and pre-rendered video.

  • my point was, you don't need to buy 3ds max to improve your rendering

  • really nice... I hope I can do something like this someday...

  • Hey, thank you for your comments ! I'm sure you can do it if you really want. If you are a programmer, you should be able to find a few examples and papers on the net. It was not so common when I did it a few years ago. Good luck !

  • I know my way around c++ and Im starting to learn opengl + glut so I'm on my way... :P

    Right now... I've managed to make some simple physics simulations like shooting a cannon and watch it fall and bounce (without deformation) or making it explode in different particles in the air...

    But it's all very raw just yet...

    I have a lot to learn... :)

    But i'll keep at it... Thanks.

  • if this video title was" video of the ocean" it would be hard to tell the difference

  • Still doesn't look like real water. Not even close!

  • looks good for a 2006 vid...but look at newer vids

  • Thanks for your comment. Yes, I know I have seen some really good new demos. FFTs can be computed on the GPU now and we could easily increase the grid size to 128x128 instead of 64x64 for example...

  • computers can do better nowadays

  • Very nice - makes me want to take a swim! :D

  • i like when you move the camera in the last seconds. your water looks like pitch :))

  • I've been practising d3d programming for one week just for fun :) Last weekend I implemented first FFT waves, they do not use shaders or textures yet. Took some time to try to understand Fourier space and model...

    Well, now unoptimized version runs ~30fps with Radeon 9000. I think I have to adjust FFT a bit or wave freqs as now it generates waves of opposite direction too ( even if I use dot product to zero them ).

    What resolution of FFT grid you are using for shading and wave formation ?

  • wow.. i hope one day i will understand that XD i would love working on this kind of stuff

  • real time implies no rendering... I don't get it.

  • No, it's rendered in realtime.

    Rendering just means drawing the scene.

  • Sorry, don't know much about rendering and such -- But is the water volumetric whatsoever? And is it interactive? Does it react to hard objects?

    Or is it just one big flat textured surface?

  • Hi,

    Well it is not volumetric rendering at all. Water surface is made of tileable grids of vertices. A texture and normal map is applied in shaders. It is interactives, on recent graphics card I can get around 400fps. There is no physics implemented so it does not react to any object.I hope it helps.

  • Thanks. I'm just getting into the realm of 3d rendered graphics, so i'm still looking into everything i can.

  • is that all vertex shader? or did you put normal or bump maps on it too

  • Hi,

    There is a vertex shader and a pixel shader too. The great thing with Tessendorf is that you can create a tileable ocean. I store the mesh normals in a texture that is tiled and used as a normal map.

  • that is pretty cool.

    Do you know of any good tutorials or documentations explaining the Tessendorf method?

    Thanks

  • that's really great, plus it gave me an idea about distant water, seamless transition, by slowly diminishing the wave amplitude near the edges of the "real water" area, or i can add distant fog

  • wow that is awesome, I love the way the sea looks so random

    so this is DirectX HLSL?

    if so can i have it?

    please? lol

  • Unfortunately there is a license on it and I cannot give it like this. I am planning to convert it to Ogre3D and anyone could use it. That way it would run on opengl or directx...

    The version in the video is a plugin for vega prime using opengl.

  • where can i download it?

  • Which 3D API are you using?

  • Hi,

    The video is from a plugin for vegaprime (mainly opengl calls). I developped another version for renderware (directx9).

  • THATS DIRECTX9!!! MORE LIKE 10!

  • whats your website?

  • This is not a joke? when you said REALTIME you mean REALTIME...like you can put this in the game and still game will go fluently without glitches...? or what?

    because if thats so than thats SICK man, I would love to know how to do such thing in Maya...

    But eitherway its very impressive! great job man!

  • Thanks for your comments. Indeed this is real time, and could be used in a game. We used it in a simulation software. The ocean was running at 80fps on a radeon 9800...I have easily 400fps on recent graphics cards. I do not know much about maya, but I am pretty sure you could find a plugin to create and render ocean waves (look at fluid dynamics). Good luck !

  • Wow, so it is...Its amazing man... such good shaders and 80 fps with Radeon 9800. I must do something like that in maya...I know how to build that and I have some water dynamics skills but I really don't know how to make it so covinient to look so great but to move in the real time...

    Everything so far was just to slow and glitchy... but oh well I'll find some tutorial eventually. Thank you anyway and keep a great work! ;)

  • i am assuming that that is without any geometry whicht needs to be copied? or am i mistaken?

  • det drømmende vand stille uroligt endeløst...

  • Can u creat tidal waves?

  • if he wanted to yes

  • 2 things makes or brakes CGI. 1) Hair 2) Water. Water looks great but does it have phyisics.

  • eric are you an oceanographer? I would like to speak with you

    regards, ChrisOD

  • Hi Chris,

    Not at all :o) I am a 3D developer. This ocean was developed a few years ago for a ROV simulation. Not sure if I can help you but if you want to ask me some questions or need nay advice, I would be glad to answer.

    Eric

  • Fast Fourier Transform can bring amazing effects

  • i think this is amazing...and hey...u can easily remove the plasticy luk by using a specular (or gloss) map...

    hope it helps

  • It's very good, but allow me to add some constructive criticism.

    Is it possible to add one level of ripples to remove some of plasticy look at the more closeup views? I'm curious if that'd improve it.

  • I am not too sure what could be the best way to improve that. I think the best way would be to implement a more complex lighting instead of a simple fresnel.I don't know if adding a level of ripples would improve that. It would add some processing time for sure anyway. Thanks for your comments anyway.

  • omg so unbeliveable nicely done/looking.

    GOOD JOB!

  • thanks for your comments

  • WOW!

  • Beautiful animation, I really dig it.

  • Nice, interesting and constructive comments! I suppose computer graphics and real-time simulation is something too complex for you to understand. Man you are only 14, stop watching at this kind of things, it might cause you brain internal bleeding!

  • Keep going, buddy. You can get better. Don't get disencouraged!

  • very very cool .... What did you use to create this ? OpenGL or Direc X or something else ???

  • hi! Thanks for your comments. This video is using opengl. But I have a d3d version too.The actual rendering of the water is done in a cg shader which is pretty much the same. I am planning to port it too Ogre3D...one day...if I have the time :o)

  • Hi,

    I do not believe this is OpenGL ! Do you have a copy of this shader in *.fx format ? cheers Andy.

  • Unfortunately, it is not as simple as a .fx file :)

    Waves are actually computed on the CPU using some kind of FFTs. Have a look on my website, you should be able to find some links to papers. Good luck if you try to implement that. It is not as complicated as it sounds...

  • What program was this in?

  • amazing! is this available somehow, for example as an open source library? guess it would be too costy to the framerate anway but i'd just like to know.

  • Well it is not opensource, however there are a few examples on the internet bases on some similar method. Well about the framerate... I had 80fps on a radeon 9800...it runs really smoothly now at around 300-400 fps on some graphics cards (7900 series).

  • Psunami?

  • No...this is real-time and not raytraced. However I guess the algorithm to compute the waves is probably similar. Psunami uses a much higher resolution and accuracy and a much more advanced shading.

  • Psunami was an add-on in an earlier version of After Effects.  It was from a brilliant little company called Atomic Power, which apparently was bought out by Adobe. Psunami gave you great open ocean wave effects. After Effects version is in some ways more powerfull, including shoreline and island effects, but it is clumsier, so I keep the old version as a plug in. I will send you a copy of the old Atomic Power discs if you want and if we can figure out the legality,

  • this is awsome,it must have taken a while to do. It would be even better, now that it is done, to add somekind of beach/wave soundtrack to it, so its even more realistic.

  • I want my lunch back.. dang video made me sea sick :(

    Cool effects, but I personally think it woulda been better without the white foamy texture map part since it was a texture and not a foamy substance (the light reflection was ok though). I also wouldn't have zoomed in so close, since your water wasn't very transparent. Anyways, those are just my opinions. You can take them with a grain of salt, since I really don't know how realistic you were trying to get.

  • That's awesome. Why haven't we seen this in games yet?

  • i am also learning this 3d rendering thing also.

  • too beautiful

  • It'd be the best realtime water I've seen, but it looks like some kind of goo more than water.

  • o_O seen better. needs improveent although nice shine.

  • Amazing work. Could you go into detail on how this was done? I'd love to see the source.

  • impressing

  • omg graphics...

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