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Old 17-02-2003, 07:12 PM   #1
DybiosH
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Question Ocean Tute

Hello!

Well it is not a big problem, rather my curiosity . Thing is, that i want to know what i must switch/turn/kick to get rid of this little thing shown on attached image (red circle). If it isn't quite clear i try to explain it with my bad english:o

Picture shows, that one of these waves looks like it is hiting some kind of invisible box. And i want to know what i must do, to increase heigh of this box. Maybe it sounds like a dumb question, but i m not Layout guy (neither Modeler guy ) .

Thx in advance! Waiting for someone who will satisfy my curiosity
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Old 17-02-2003, 07:18 PM   #2
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Just turn the fog on so you don't see the edges. (Effects>>Volumetrics)
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Old 17-02-2003, 08:12 PM   #3
DybiosH
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Originally posted by Kvaalen
Just turn the fog on so you don't see the edges. (Effects>>Volumetrics)
Yes, I know, but as i said in my previous post i'm curious what parameters are responsible for dimensions of this "invisible" box.

Thx any way Kvaalen. I appreciate your help.

Last edited by DybiosH; 17-02-2003 at 09:02 PM.
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Old 17-02-2003, 08:22 PM   #4
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Oh, sorry. I thought I didn't understand the question (I'm still not sure I did).
The the ocean is a box that is being displaced upwards so where the edges are depends on the size of the ocean box.


If it isn't quite clear i try to explain it with my bad english
What languages do you speak?
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Old 17-02-2003, 09:22 PM   #5
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ok - do it this way:

Take the scene which is provided w/ part one of Ocean Tutorial. Switch to Perspective view, select Ocean object, turn off the Dent texture so u can see waves clearly. Then move the Time Slider to frame 372 and move it +-10 frames. Now u should see what i mean -> one of these waves is flat on its top, it looks like it hits something which is making its top flat. Do You know what i mean now?

What languages do you speak?
Little bit of German-> Gutten Tag Herr Philip

Little bit of British English-> Well, 5 o'clock, it is time for tea.

Little bit of American English-> Wazzup man?!

But i mainly speak Polish-> Czuwaj!

Excuse me my sense of humor :p
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Old 17-02-2003, 09:46 PM   #6
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lol..
I havent dont the ocean tutorial so Im afraid I cant help you with your question.. but I can give you a big HURRA for a very funny post ( the language thing )

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Old 17-02-2003, 09:47 PM   #7
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Originally posted by DigiMatt
lol..
I havent dont the ocean tutorial so Im afraid I cant help you with your question.. but I can give you a big HURRA for a very funny post ( the language thing )

Thx
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Old 17-02-2003, 09:51 PM   #8
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Oh, now I understand what you mean.

You mean the way the top is flat... ok...
The object that is controling the turbulance displacement is "Displacement_CTRL_1" (reference object), move it up at the last key frame.
In order that the dent displacement will be right you'll have to move the "Displacement_CTRL_2" object the same way.

Hope this Helps

No problem with the humor, it's wanted. :p
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Old 17-02-2003, 09:53 PM   #9
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ok - I ll try this right now.

BIG thx for your help Kvaalen!
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Old 17-02-2003, 10:16 PM   #10
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hmmm....nope, that didn't help. Moving Displacement_CTRL_01 up only changes speed of waves:

Displacement_CTRL_01 up: waves move faster
Displacement_CTRL_01 down: waves move slower

I think that it must be somewhere in texture editor but i don't know where. I could be wrong of course.

Maybe i should do RTFM. I stucked somewhere around page 300 . Got more suggestions Kvaalen? Or anybody else.

I ll play with it tommorow. G/night everybody.
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Old 17-02-2003, 10:25 PM   #11
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Hmm.... I never did the tutorial I only took a look at the scene files, moving it does get rid of the flatness (at that frame), but yes, it speeds it up.
You can try setting the small power to 0.1 or so, it'll smooth out the waves.
Just a suggestion.
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Old 17-02-2003, 11:05 PM   #12
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you could move it at that frame, and move it at frame 0 accordingly to maintain speed...
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Old 03-03-2003, 09:58 PM   #13
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If I've understand the problem the solution is simple: it's not a problem :p . I mean: the way the surface is deformed is due only to proc textures you use in the displacement shader. These textures are random and infinite so the effect you mentioned is the result of a fractal calculation and if it gives you the illusion of a wave hitting a box (on that particular frame) it's just a coincidence. Obviously the more the mesh is subdivided the more detailed will be the deformation so try to open the the property panel for your mesh and play with the subd level display number (as you go on with the tut remember to put it back to the values Philip suggested). Then if you want to play with the waves' height open the surface editor and change the y scale for the texture.
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