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Individual Mods and Packs for IL-2 1946 => Other Mods => Effects => Topic started by: Herra Tohtori on March 02, 2012, 09:59:36 AM

Title: [BETA] Blender Ocean simulator powered wave textures [Test version 3 available]
Post by: Herra Tohtori on March 02, 2012, 09:59:36 AM
DOWNLOAD v.0.5: https://www.mediafire.com/file/fd5h24mzgpz7aa1/ (https://www.mediafire.com/file/fd5h24mzgpz7aa1/)

Updating this thread on 2022-11-09. I have been absent from IL-2 modding for a long time, but here's a small update on this mod. Earlier versions have a small error that causes a very slight "jolt" in the wave animation, due to the images being shifted by a couple of pixels. This version fixes that and the animation should be smoother.

However I am not up to date on how 1946 modding has progressed, what mod packs are in use and what kind of file structure they use. So be advised, depending on the mod pack you use - this may or may not work directly from JSGME. Probably does, but you probably want to test it to make sure (i.e. disable older versions of my ocean wave mod, then activate this and check how the waves look like).


OLD VERSION description below. I have also streamlined the process to just one version, since A, B, C, and D versions below were never very different from each other.

Quote
Now JSGME compatible!

B version is the same as A, but with stronger normal map.

D version is the same as C, but with stronger normal maps.

The main difference between A and C is how the wave animation is looped. I would appreciate opinions on whether anyone has any preferences, or if anyone can see any difference between the versions, even.

I included Avala's high resolution foam texture in this package.


----------------

I tried to search for water mods but the latest/best I could find was Carsmaster's water mod, which is great but I found myself requiring a bit more realism in the water surfaces. If someone else has already done this work for me, all the better...


So, I embarked on a path to figure out how the ocean simulator works in Blender. Turns out it works great, and although you need to use some rather unorthodox means to get meaningful output from it, it does look absolutely gorgeous. With the help of someone on another modding community, I was able to harness the power of wave simulator and output it into a tileable height map. The big problem is, of course, making a looping animation out of that data - easier said than done, I found.


Currently, I have a set of textures build in Blender (and processed in GIMP) that looks quite great in still screenshots; however, there is a supremely annoying "tick" in the animation that I need to take a look into, but I am fairly confident that I can build an animation that runs smoothly and provides quite a bit more realistic - I probably made a mistake at some point of assembling the frames together and there was a "gap" of sorts left between some frames, or something equally silly.

That said, even though the live action quality is not yet satisfactory, this thing is producing some quite impressive bullshots:


Good weather waves are like lazy, rolling swells that glint in the sunlight.


(https://www.sas1946.rocks/images/imageshit/img51/5875/goodweather1.jpg)

(https://www.sas1946.rocks/images/imageshit/img196/5870/atoll2.jpg)

(https://www.sas1946.rocks/images/imageshit/img855/8052/atoll1.jpg)


When the weather fouls up, the waves pick it up, with a good amount of foamy crests. I think the rough weather looks even better at this point than the good weather waves.

(https://www.sas1946.rocks/images/imageshit/img805/8374/roughweather1.jpg)

(https://www.sas1946.rocks/images/imageshit/img138/3113/roughweather2.jpg)

(https://www.sas1946.rocks/images/imageshit/dead/dead.gif)

(https://www.sas1946.rocks/images/imageshit/img7/2497/roughweather4.jpg)

(https://www.sas1946.rocks/images/imageshit/dead/dead.gif)



And, finally, the ultimate "cover image" style screenshot...

(https://www.sas1946.rocks/images/imageshit/img198/8154/sunsetbi.jpg)



To-Do:

1. Fix animation choppyness. Rather work-intensive.

2. Test different normal map intensities to see how they affect reflectivity.

3. Get input about the scale of the waves.


Third one requires the help of anyone interested in giving me some feedback. Are the waves too big or too small? Both in wavelength and amplitude (wave height)? Do they glint too much or too little? Am I doing it right or wrong? Any feedback you can give will be valuable (especially in keeping up my interest to finish this thing). If there's enough interest, then I might even hand out current version for testing, although I'd rather wait until I've fixed the animation.

Cheers.


Obsolete links preserved for the record:


v0.3: https://www.mediafire.com/?l40y12pspdnqzi6 (https://www.mediafire.com/?l40y12pspdnqzi6)
v0.2: derp upload https://www.mediafire.com/?6zlxctrgan9p8zu
v0.1: https://www.mediafire.com/?hozooaqn2agn7p2
Title: Re: [WIP] Blender Ocean simulator powered wave textures
Post by: sputnikshock on March 02, 2012, 10:14:02 AM
Wow! Nice!!
Title: Re: [WIP] Blender Ocean simulator powered wave textures
Post by: Sonny Tucson on March 02, 2012, 10:23:14 AM
Hello Herra.

Congratulations !.

That looks super. I never managed to get Carsmaster stuff working in my install ( Waves are moving step by step , if you see what I mean ).
Yours look just super. As far as I am concerned ( i am not a modder, so excuse me ) I always found that the waves in the game had not enough amplitude AND height.
For me it looks , by nice weather , like  I am rowing on a calm lake, that is not that realistic , isn't it ?. So I'd like to see real rough see , you know a real living sea (like the Channel for example ).Of course I can imagine that  it could be difficult to have rough sea on the Channel and in the same time a "flat" mediterranean sea.

Anyway , your efforts are superb and I thank you already for your work to come.

Long live Il-2

Sonny Tucson. :)
Title: Re: [WIP] Blender Ocean simulator powered wave textures
Post by: Kopfdorfer on March 02, 2012, 10:38:24 AM
Really interesting and promising work Herra!

Might be worth considering the differentiation of ocean vs river into the mix , so that open sea conditions do not occur on inland waterways. Not that I have a clue what that would entail in terms of either current game code or required changes.
Call this a pie in the sky comment.
Best of luck on this.

Kopfdorfer
Title: Re: [WIP] Blender Ocean simulator powered wave textures
Post by: Herra Tohtori on March 02, 2012, 11:40:27 AM
Thanks! I'm working on the animation right now, it's looking quite good so far.

Here's an image of how the ocean simulator looks in the Blender before I rendered it into height maps:

(https://www.sas1946.rocks/images/imageshit/img51/8256/oceansimulator.png)

It's a damn shame that we can only use 256^2 sized water textures! I'm making these textures in 1024^2, however, so at least I'll have a rather high quality water texture to drop on some other games that might use similar system (and, considering the ubiquity of height- and normalmaps, many games would likely accept these...).
Title: Re: [WIP] Blender Ocean simulator powered wave textures
Post by: HundertzehnGustav on March 02, 2012, 12:42:06 PM
Hellcat over tanker looks damn perfect to me... for a crappy weather day on the sea.

storm... could be worse? but how...?

larger waves (spacing + height) but the choppyness looks good - foam in large spots and small lines...  :)

rolling waves, the picture with the ships, and the rolling waves looks very peaceful. you capture a good, tranquil mood with that.
the reflections of the sun will underline it well.

I am curious, interested.
to compare... could you... post a few screenshots - ?

to get a better idea of what the waves do look like... instead of this approach of flying over -
would it not be better to create a reference point?

I am sorry, i sound confused, i am.

Could you post a bunch of screenshots. Identical screenshots.
you see your tanker Picture? the one with teh hellcat over the bridge?
It shows the waves spacing and color well compared to an object we often encounter on the sea.
can you take a few pictures, (static Tanker/DD/Cruiser) in FMB + camera nearby), always the same image, always the same time, always the same cloud height (2000m, so their effect on the image s minimal) taken under different weather styles?

the result would be the same image, but showing the differences you made, better.

this is good... i often fly over the sea, but i have not wondered about the waves much so far.
Title: Re: [WIP] Blender Ocean simulator powered wave textures
Post by: HundertzehnGustav on March 02, 2012, 12:45:38 PM
save the 1024square bitmaps too.
there are some russian Boys over at aviaskins that have a 109 and a Mig-3 wear 2048square Bitmap textures.
if i recall correctly. or were they already pushing to 4096?
Title: Re: [WIP] Blender Ocean simulator powered wave textures
Post by: Flying H on March 02, 2012, 12:46:02 PM
Very impressive, hope you keep your interest up  'til you hand it over to us!
Title: Re: [WIP] Blender Ocean simulator powered wave textures
Post by: Slink on March 02, 2012, 01:02:06 PM
Jesus, looks fantastic, gotta have this, I'm a total sucker for the environmental (SH), nice big swell please, water normally looks like a duck pond...
Title: Re: [WIP] Blender Ocean simulator powered wave textures
Post by: Herra Tohtori on March 02, 2012, 02:12:45 PM
Well, did a little testing. Animation is perfectly fine, but the game for some reason insists on switching point on animation on random intervals.

I have no idea why it does that...
Title: Re: [WIP] Blender Ocean simulator powered wave textures
Post by: magot on March 02, 2012, 02:18:21 PM
really big storm - hurricane, for inspiration, but this not standard storm sea waves

altitude 400 feets
(http://www.aoml.noaa.gov/hrd/Storm_pages/isabel2003/IsabelWaves400.JPG)

altitude 200 feets
(http://www.aoml.noaa.gov/hrd/Storm_pages/isabel2003/IsabelWaves200.JPG)

Title: Re: [WIP] Blender Ocean simulator powered wave textures
Post by: Herra Tohtori on March 02, 2012, 02:38:53 PM
There's only two kinds of seas - the good weather, and the slightly choppy weather.

Moreover, both use the same set of textures as far as I can tell, and the only thing that changes is the intensity of the normal map as well as the amplitude of the height map (waves become higher).


After a brief bit of additional testing, I have found out that the water is also "living its own life" independent of the textures I am giving it. It is sort of reversing its own waveform periodically, which looks absolutely atrocious.

Does anyone have any idea how to prevent this annoying behaviour?

I shall upload a test version soon, but unless this strange waving is nullified, I don't know if there'll be much use for this modification. The water's behaviour just ruins it...
Title: Re: [WIP] Blender Ocean simulator powered wave textures
Post by: coenoo1 on March 02, 2012, 02:57:57 PM
really big storm - hurricane, for inspiration, but this not standard storm sea waves

altitude 400 feets
(http://www.aoml.noaa.gov/hrd/Storm_pages/isabel2003/IsabelWaves400.JPG)

altitude 200 feets
(http://www.aoml.noaa.gov/hrd/Storm_pages/isabel2003/IsabelWaves200.JPG)

WHAT? I think my rig needs an upgrade
Title: Re: [WIP] Blender Ocean simulator powered wave textures
Post by: Herra Tohtori on March 02, 2012, 03:07:47 PM
Well, here you go, three versions that you can try out. One of them is the one in the screenshots, but I won't tell which. The two others are slightly different versions.

Try out and tell what you think, and keep an eye on that wacky boiling sea surface... we really need to get that to stop, I think.

https://www.mediafire.com/?hozooaqn2agn7p2


EDIT: Regarding the bait-and-switch routine that the water does, it appears that in five second intervals, something changes in the water quite suddenly and abruptly, and after another five second interval that change is reverted.

I can only surmise that it is some sort of another water effect, caused by some retail game files or - which would be the worst option of all - a hardcoded behaviour of the water, to create rudimentary "waves". Of course now that all the waves should be generated by the texture, it looks like arse and since I have no idea what exact thing or effect may be causing it, I must call for help at this point.

Please, someone with higher lore than I regarding the Mysterium IL-2, please identify the offending effect and, even better, devise a way to neutralize it...
Title: Re: [WIP] Blender Ocean simulator powered wave textures [Test version available]
Post by: magot on March 02, 2012, 04:13:52 PM
which testures you did rework? Mean type bitmap? TGA only?
//edit I see ...
Title: Re: [WIP] Blender Ocean simulator powered wave textures [Test version available]
Post by: Herra Tohtori on March 02, 2012, 04:30:44 PM
Well, I used Carsmaster's water mod as a template as to what to edit. As such, the mod currently contains the following files:

FoamNV40.tga - same foam texture as in Carsmaster's mod, I saw no need to change that

WaterNoiseXX.BumpH
PAC_WaterNoiseXX.BumpH - animated height maps, XX denotes frame number; 32 frames per animation. Greyscale TGA, just the file extension differs.

WaterNoiseXXDot3.tga
PAC_WaterNoiseXX.BumpH - animated normal maps, same notation as above.

WaterNoiseFoamXX.tga
PAC_WaterNoiseFoamXX.tga - animated foam mask texturess.


If someone knows if there is some other animation file that causes the water to wave around in an undesireable fashion, assistance would be extremely welcome at this point, because I've sort of hit a roadblock with this...
Title: Re: [WIP] Blender Ocean simulator powered wave textures [Test version available]
Post by: hguderian on March 02, 2012, 04:36:14 PM
Nice effect. Really FPS friendly!


About this:
...Regarding the bait-and-switch routine that the water does...

could be caused by the waves "orientation"? Taking a sliding look to the Carsmaster ones the waves goes vertically from bottom to the top meanwhile yours goes diagonally.

I hope you solve that issue..it's really a good mod!!

Cheers


Title: Re: [WIP] Blender Ocean simulator powered wave textures [Test version available]
Post by: Herra Tohtori on March 02, 2012, 05:04:16 PM
It's possible, but it still is strange behaviour that should be possible to turn off in my opinion.

Waves don't behave like that. As it is now, it looks more like someone pushing down on some locations of a water mattress and the other points go up, and then it reverses. Looks very strange.
Title: Re: [WIP] Blender Ocean simulator powered wave textures [Test version available]
Post by: hguderian on March 02, 2012, 06:39:59 PM
I've took out the bumpH files from your version C and the bug gone away...so it seem it's related to those files. Could be some issues with their size/format or an error making them?
Title: Re: [WIP] Blender Ocean simulator powered wave textures [Test version available]
Post by: magot on March 03, 2012, 02:39:06 AM
is there too raw file: FoamCurve3.raw
This set shape of waves. It´s openable in PSD. It´s small file. Must by saved only under grey scale. Idk propably use only 8 or 16 colours only. This do that java read color code and make shape of waves.
But your problem will be propably in other thing.

And I recommended use photoshop for save files like tga,raw,convert to imf, Bumph ...
Title: Re: [WIP] Blender Ocean simulator powered wave textures [Test version available]
Post by: Herra Tohtori on March 03, 2012, 04:44:00 AM
Thanks for info, that means it's probably an error of mine. I will look into it and keep trying to fix it.
Title: Re: [WIP] Blender Ocean simulator powered wave textures [Test version available]
Post by: Herra Tohtori on March 03, 2012, 08:43:10 AM
Ok... I have had some illuminating, although annoying, results with continued testing.

I checked the map SFS files to see how the retail game handled water. What I found out is that the retail game actually only uses 16 frames in water animations as opposed to 32 like Carsmaster's water mod.

When I reduced animation length to 16, the "choppy" discontinuity disappeared. What is even more remarkable is that the smoothness of the water animation didn't really suffer from this.

Then, I checked out Carsmaster's animation frames a bit closer.

Turns out that frames #00 and #16 are identical, and the animation actually loops twice within the 32 frames supplied.


What I suspect is happening is that the game's water is hardcoded or otherwise set to only use 16 frames, even if more are available. With Carsmasters' animation, this was not a problem and no one noticed it because the animation itself contains the loop twice, once from #00 to #15 and the rest repeats the same sequence. So, when the first 16 frames repeat, it doesn't really change anything.

However, with my animation, it cut off in the middle (frame #15) and returned to the beginning (frame #00) without playing the important frames #16 to #31! This caused the animation to draw itself in an erratic manner. So, what I did is I dropped the odd numbered frames from the animation, and renamed the resulting frames logically from #00 to #15. The water now behaves normally and I shall upload a second test download soon.


Addendum: I have also discovered additional water texture animation called "Caustic", but GIMP refuses to open the TGA files. I'm downloading Photoshop trial version at the moment to see if it can open them.
Title: Re: [WIP] Blender Ocean simulator powered wave textures [Test version available]
Post by: SAS~Malone on March 03, 2012, 08:58:59 AM
i'm loving this thread, and the great progress you seem to be making, Herra....
il-2's water definitely could do with a bit of attention.
following your progress with great interest! ;)
Title: Re: [WIP] Blender Ocean simulator powered wave textures [Test version available]
Post by: hguderian on March 03, 2012, 09:10:55 AM
Addendum: I have also discovered additional water texture animation called "Caustic", but GIMP refuses to open the TGA files. I'm downloading Photoshop trial version at the moment to see if it can open them.

There is an appropriate tool to open those .TGA files...it's called IMF Viewer  https://www.mediafire.com/?nvimkyjntzt (https://www.mediafire.com/?nvimkyjntzt)

Cheers
Title: Re: [WIP] Blender Ocean simulator powered wave textures [Test version available]
Post by: Herra Tohtori on March 03, 2012, 10:12:50 AM
Ok, here are test versions with 15 frames per animation.

https://www.mediafire.com/?58a7kqbaual3fwc (https://www.mediafire.com/?58a7kqbaual3fwc)

EDIT: Due to my sloppy file editing, the A variant had some missing files, which causes the game to fill the missing frames in from stock data. This causes flicker in the water. B and C should work properly. If you experience this, re-download the file please.

I'll also update the first post to contain the link.


Malone, thanks, I am liking this thread too. :D

hguderian, thanks for the link. I checked the Caustic textures, and they contain the animation for the caustic refraction network on the sea bottom near shores. At the moment I don't have any way to create a higher quality version of that, if such a thing is even plausible to happen, so I'll just leave that alone.


Now that the animation problem is largely solved, that leaves the process of fine-tuning the mod - specifically:

-intensity of normal maps
-amount of foam in poor weather
-any other feedback you guys might think of.

But, for now, try it out and enjoy the sights, and try to pick your favourite of the A/B/C versions available.


Time to go and make some comparison screenshots, I think...
Title: Re: [WIP] Blender Ocean simulator powered wave textures [Test version available]
Post by: Whiskey_Sierra_972 on March 03, 2012, 10:44:11 AM
A trick I use to open tga is to chenge it's extension to tgb , open as tgb , work , save and rename as tga when finish....
Title: Re: [WIP] Blender Ocean simulator powered wave textures [Test version available]
Post by: Herra Tohtori on March 03, 2012, 11:37:21 AM
Thanks for the tip, I tried it but it didn't really work since the program I'm using doesn't know what to expect (TGB is a non-standard file type) and the TGA header in those files is not compliant with TGA standard. hguderian's link works in opening these TGA files.

Here are a few comparison screenshots. I tried to take as similar screenshots as possible. In each group, the order is: Retail, Carsmasters, mine.

(https://www.sas1946.rocks/images/imageshit/img16/9751/retail1.jpg)(https://www.sas1946.rocks/images/imageshit/img404/2223/carsmaster1.jpg)(https://www.sas1946.rocks/images/imageshit/img31/3341/htwater1.jpg)


(https://www.sas1946.rocks/images/imageshit/img840/3646/retail2.jpg)(https://www.sas1946.rocks/images/imageshit/img210/2425/carsmaster2.jpg)(https://www.sas1946.rocks/images/imageshit/img808/2791/htwater2.jpg)


(https://www.sas1946.rocks/images/imageshit/img140/6672/retail3.jpg)(https://www.sas1946.rocks/images/imageshit/img825/4921/carsmaster3.jpg)(https://www.sas1946.rocks/images/imageshit/img832/5202/htwater3.jpg)

(https://www.sas1946.rocks/images/imageshit/img194/2609/retail4.jpg)(https://www.sas1946.rocks/images/imageshit/img39/5743/carsmaster4.jpg)(https://www.sas1946.rocks/images/imageshit/img822/1003/htwater4.jpg)


EDIT: I also have a water demo video with a Kawanishi H8K "Emily" floating on water, taking off, and landing again in quite high waves. The water looks really wonderful from the cockpit view when the aircraft is floating, as you can see the waves coming closer and passing...
Title: Re: [WIP] Blender Ocean simulator powered wave textures [Test version available]
Post by: Herra Tohtori on March 03, 2012, 04:29:55 PM
Here's a video demo of the waves in effect.

(https://www.sas1946.rocks/images/imageshit/img696/7944/emilywater.jpg) (http://www.youtube.com/watch?v=moZNunWyhRQ)

http://www.youtube.com/watch?v=moZNunWyhRQ (http://www.youtube.com/watch?v=moZNunWyhRQ)
Title: Re: [WIP] Blender Ocean simulator powered wave textures [Test version available]
Post by: Slikk on March 03, 2012, 06:23:27 PM
@ Herra Tohtori

Your waves look very good. Downloading now. Thanks
Title: Re: [WIP] Blender Ocean simulator powered wave textures [Test version available]
Post by: Gumpy on March 03, 2012, 06:54:37 PM
Kinda goes along with the experiments Ive been doing on longer and more visible ship trails (http://i697.photobucket.com/albums/vv340/Bingo1957/0303201217-44-34.jpg)great work Tohtori. 
Title: Re: [WIP] Blender Ocean simulator powered wave textures [Test version available]
Post by: Herra Tohtori on March 03, 2012, 06:59:03 PM
That reminds me - what are the texture names for the bow wave and wake textures? I would like to see what happens if I make a BumpH texture for either of those... (probably nothing happens, but hey, worth a try)
Title: Re: [WIP] Blender Ocean simulator powered wave textures [Test version available]
Post by: Gumpy on March 03, 2012, 08:29:20 PM
There are four textures Ive been working with SideWave TGA File,Wake TGA File,Wave.TGA File and for the bow spray ShipFrontWave TGA File,all can be found in various effects mods.
Title: Re: [WIP] Blender Ocean simulator powered wave textures [Test version available]
Post by: wingflyr on March 04, 2012, 12:00:20 AM
 :P Truly amazimg progress my friend,wow keep it up.
Title: Re: [WIP] Blender Ocean simulator powered wave textures [Test version available]
Post by: Mick on March 04, 2012, 02:14:11 AM
Very interesting work Herra Thotori, have you seen Avala's FoamNV40.tga texture ...?

To me it looks way better, more natural, than Carmaster's one ...  ;)

https://www.sas1946.com/main/index.php/topic,15180.168.html

(http://i55.photobucket.com/albums/g157/micksaf/forumcwj.jpg)
Title: Re: [WIP] Blender Ocean simulator powered wave textures [Test version available]
Post by: Mick on March 04, 2012, 03:40:31 AM


It is Carmaster's version with his Foam40.tga texture replaced with Avala's one
Title: Re: [WIP] Blender Ocean simulator powered wave textures [Test version available]
Post by: Herra Tohtori on March 04, 2012, 05:37:34 AM
Very interesting work Herra Thotori, have you seen Avala's FoamNV40.tga texture ...?

To me it looks way better, more natural, than Carmaster's one ...  ;)

https://www.sas1946.com/main/index.php/topic,15180.168.html

(http://i55.photobucket.com/albums/g157/micksaf/forumcwj.jpg)

Yes, I did see that and instantly "adopted" it into my current testing version. I needed to rotate it 65 degrees counter-clockwise to match the direction of foam ripples to that of the wave crests, and then re-tile it, and it looks quite good indeed.

I'll need to ask for Avala's permission to include that in this wavemod though when I eventually make an "official" release version instead of one labeled as test version.



If you guys can do me a favour, please observe what happens on the coast lines. I think the effect of waves hitting the coastline looks a bit weird, but I don't know if it's related to my changes or if it's always like that.
Title: Re: [WIP] Blender Ocean simulator powered wave textures [Test version available]
Post by: Mick on March 04, 2012, 08:57:48 AM
... you mean the kind of whitish foam on the shore, on the sand ...??

As far as I can remember I have always seen it like that ...   ::)
Title: Re: [WIP] Blender Ocean simulator powered wave textures [Test version available]
Post by: Friedrich-Wilhelm on March 04, 2012, 09:14:43 AM
Hello Herra Tohtori,

Thank you for this interesting new addition to Il-2. This looks really impressive! I would like to try it out, but I am stumped about the install. Could you please provide some installation instruction? I have Il-2 4.101 with UP3-RC4 and DBW 1.71.
After extraction, your folder "HT_Water_v0.2abc_TEST," shows three sub-folders: "0_HT_Water_v0.2a," "0_HT_Water_v0.2b," and "0_HT_Water_v0.2c". Do I need to install the contents of all of these, or is the idea to choose one of those three? Do I just drop the contents of one (or each?) folder into the "water" folder in the Textures-folder in "Maps"? Sorry to sound like a novice, but a little help would help.  :)

Thanks,

FW
Title: Re: [WIP] Blender Ocean simulator powered wave textures [Test version available]
Post by: Mick on March 04, 2012, 09:19:39 AM
... you have to choose between the 3 different versions (or test them one by one), as for the rest sorry I don't have that version of the game, but I think you got it right ...  ;)
Title: Re: [WIP] Blender Ocean simulator powered wave textures [Test version available]
Post by: Sonny Tucson on March 04, 2012, 09:36:10 AM
... you have to choose between the 3 different versions (or test them one by one), as for the rest sorry I don't have that version of the game, but I think you got it right ...  ;)

Should I dare to say more ... That's indeed the good way !
You can't beat Mick !

Sonny. :)
Title: Re: [WIP] Blender Ocean simulator powered wave textures [Test version 3 available]
Post by: Herra Tohtori on April 23, 2012, 05:36:30 PM
DOWNLOAD v0.3: https://www.mediafire.com/?l40y12pspdnqzi6 (https://www.mediafire.com/?l40y12pspdnqzi6)

Now JSGME compatible!

B version is the same as A, but with stronger normal map.

D version is the same as C, but with stronger normal maps.

The main difference between A and C is how the wave animation is looped. I would appreciate opinions on whether anyone has any preferences, or if anyone can see any difference between the versions, even.

I included Avala's high resolution foam texture in this package.

Testing and feedback is appreciated before I pick just one of the versions and make it the final version release.
Title: Re: [WIP] Blender Ocean simulator powered wave textures [Test version 3 available]
Post by: hguderian on April 23, 2012, 05:51:42 PM
Thank You Herra Thotori...I really like your mod!!

May I suggest to make all .tga textures in 8bit instead of 24bit?
I've converted the 24bit ones from your previous version with no quality loss with the gain if no stutters flyin' at sea-level.

If I've already suggested that..sorry!

Best Regards!!
Title: Re: [WIP] Blender Ocean simulator powered wave textures [Test version 3 available]
Post by: Herra Tohtori on April 23, 2012, 07:10:33 PM
Thank You Herra Thotori...I really like your mod!!

May I suggest to make all .tga textures in 8bit instead of 24bit?
I've converted the 24bit ones from your previous version with no quality loss with the gain if no stutters flyin' at sea-level.

If I've already suggested that..sorry!

Best Regards!!


I would be amazed if there was any actual advantage from using 8-bit indexed textures, for several reasons.

The only 24-bit textures in this are the normal maps.

The normal maps of stock IL-2 water are also in 24bit colour depth. What you're saying would mean that if these textures worked better when indexed, you would get improved performance over stock textures.

As it stands, these water textures use exactly the same amount of resources as the stock game - with the exception of the foam texture which is of higher resolution.


Moreover, there are several technical reasons to why indexed colours in textures don't actually help with rendering performance at all. This is because, despite the file size being smaller, the actual texture takes just as much video card memory as a 24-bit texture.

The only case in which smaller file size can have an effect is with HDD to RAM transfer times, which can in some cases speed up loading times, but when those maps are loaded into memory, there should be absolutely no difference between 8-bit and 24-bit texture performance on in-game rendering graphics.


I'm not disputing your claim right out of hand, though. Could you elaborate on the "stutters"? Can you do some benchmarking? If so, does the stutter affect benchmark results, or is it only a visual perception thing?

Are you certain that there are not some other factors that might be causing it? Because, like I said - technically you should then be getting stutters with the unmodded, stock IL-2 water, too.
Title: Re: [WIP] Blender Ocean simulator powered wave textures [Test version 3 available]
Post by: Roger Smith on April 23, 2012, 10:18:44 PM
whoa cool
Title: Re: [WIP] Blender Ocean simulator powered wave textures [Test version 3 available]
Post by: santobr on April 24, 2012, 04:34:07 AM
Awesome work! Thank you! 8)



santobr.
Title: Re: [WIP] Blender Ocean simulator powered wave textures [Test version 3 available]
Post by: zack on April 24, 2012, 12:59:38 PM
Is this mod compatibile with "Carsmaster's water v 3.14b" mod?
Or sholud I replace by this mod?

Which version is the best: A, B, C, D?
I am a little confused about this.
Thanks a lot!
Title: Re: [WIP] Blender Ocean simulator powered wave textures [Test version 3 available]
Post by: Herra Tohtori on April 24, 2012, 01:14:55 PM
Is this mod compatibile with "Carsmaster's water v 3.14b" mod?
Or sholud I replace by this mod?

Much like Carsmasters' water, this mod is intended to replace the stock water with something I think looks a bit better.

As such, this shouldn't be used "together" with Carsmasters' water. Depending on the order of file loading, one or the other would take precedence anyway, so you would only ever see the one that happens to load first.


Quote
Which version is the best: A, B, C, D?
I am a little confused about this.

That's what I wish to find out! Try them, see if you can discern any differences. If there is some that you think looks the best, please make a note here! My goal is to eventually release the mod in one version to reduce confusion as to which variant to select, but as of now, the mod is still technically WIP until I get some feedback on this issue.

Like I mentioned earlier, the key differences between A/B and C/D variants are that the animation is looped with slightly different method - for better or for worse, is really difficult for me to say.

Differences between A and B, and respectively C and D, is the strength (or intensity) of the normal maps of the water surface. If the term "normal map" doesn't tell you anything, I'll just say it's a type of texture that determines how light is reflected from a surface. Stronger normal map causes the surface to appear slightly more uneven, while a weaker normal map makes the surface appear more flat.

Quote
Thanks a lot!

You're welcome.
Title: Re: [WIP] Blender Ocean simulator powered wave textures [Test version 3 available]
Post by: Diving_Hawk on April 25, 2012, 07:47:59 AM
I want to thank you a lot for taking the time to do this work.

I fly mostly PTO and the sea is a lot more interesting now.

S! Great job :D
Title: Re: [BETA] Blender Ocean simulator powered wave textures [Test version 3 available]
Post by: Triad773 on April 27, 2012, 12:00:59 PM
Whoa- just stumbled across this mod. Looks fantastic from the screenshots. From your video it does seem like you've increased the amplitude of the swells- kudos for that! I distinctly remember something like this being in the Mod Request thread some time ago, and it was said at that time the amplitude could not be changed!

I'm going to check this out- thanks for sharing it :)

Triad
Title: Re: [BETA] Blender Ocean simulator powered wave textures [Test version 3 available]
Post by: Herra Tohtori on April 27, 2012, 03:27:27 PM
Well, see, that's the thing. They're right - the amplitude cannot (probably) easily be changed. So the amplitude, or wave height, isn't really changed by this mod - the water surface geometry comes from the height maps.

And the height map only goes from black (wave through) to white (crest), and the game interpretes those values as the lowest and highest point on the surface. These values are codified in the material shader of the water, and I have no skills or ability to go into that and, say, increase the wholesale range of the surface waves.





<technobabble>

The reason why the waves appear taller is mostly because of the increased wave length (which was based on how I set up the ocean simulator in Blender). Additionally, the waves are the correct shape for surface waves on water - long story short, surface waves on water take the form of a so-called trochoid curve which is a bit more complicated than the more rounded (probably sine wave based) wave forms of the retail IL-2 as well as the Carsmasters' water mod.

(http://hyperphysics.phy-astr.gsu.edu/hbase/waves/imgwav/trochoidpair.gif)

Trochoidal waves are distinguished from, say, sine waves by having a somewhat sharp crest and rounded through. The sharp crest creates, obviously, a sharp change in the reflective direction of the water, which creates the distinctive appearance of light reflecting from the surface of the water. Stock and Carsmasters' water textures were, in my opinion, lacking in this.

However, while height maps have absolute range from 0 to 255, the reflections from the water surface are more determined by a thing called normal map.

Normal maps are a magnificent invention. The name refers to "normal" of a surface, which is a mathematical term for normal vector, which is always perpendicular to the surface. So if you have something like flat surface of water, its normal vector would point directly upwards:

(http://www.hard-light.net/wiki/images/Normalvector1.png)

In 3D rendering, reflections of light are very important. And obviously, the angle of the surface varies how the surface is lit - light coming from different direction will make the surface brighter or dimmer, or might reflect directly into the camera direction. Normal maps are a way to shift the angle of the normal vector - which means you can have a simple model, like a plane for water, and you can use normal maps to direct light reflection instead of making a complicated animated model for water waves. Here's an example of how normal maps work:

(http://www.hard-light.net/wiki/images/Normalvector2.png)

The example normal map would produce something like this when rendered (straight from above):

(http://www.hard-light.net/wiki/images/Normalmapresult.png)

The thing with normal maps is, though, that unlike height maps they are not subject to absolute height variation limits, since they adjust the slope of the surface. And if you have a longer slope of same angle, obviously you get higher, or lower. Thus, normal maps create an illusion of relative height. So if you upscale a detail from a normal map, it will appear to increase not only in width and length, but also in height!

That's why a wave with bigger wave length will appear bigger - the light reflecting from it will create a perception of slope of certain angle, and our brain automatically looks at that, and constructs a three-dimensional model that tells us how tall the waves should (based on the reflection) be.

It is practically impossible to completely synch the height- and normal maps; it is very likely that the normal maps I am using make the surface wave height appear taller than you might think based on the height map alone. The good thing is, human perception isn't really very well suited for accurately judging things like wave heights from a 3D simulation where field of view changes, you don't really have perception of distance or presence, and you're usually moving at high speeds as well.

A fortunate result of this is that combined with normal maps, a wave with longer wave length will probably also appear taller. It's just how our visual perception works, and I for one am happy to fool it this way since it works quite well. 8)

</technobabble>


TL;DR: SCIENCE
Title: Re: [BETA] Blender Ocean simulator powered wave textures [Test version 3 available]
Post by: Triad773 on April 27, 2012, 03:53:07 PM
Interesting- thanks for the explanation. So in essence you create the illusion of taller waves by use of textures. And the 255 limit may refer to the colour bit depth which the game has hard coded if I understand right. Similarly to RAM or other components being 128, 256, 512, 1024, and the like (as if based on a multiplier).

Nice work 8)

Triad
Title: Re: [BETA] Blender Ocean simulator powered wave textures [Test version 3 available]
Post by: Herra Tohtori on April 27, 2012, 03:58:24 PM
Well, the 256 values is a limitation of 8-bit greyscale height maps (value range is from 0-255; 0 counts as a value as well!). You're only ever going to have that many discrete height values as long as you use 8 bits per channel; 16 bits per channel would increase the resolution to something like 65,536 discrete values, with twice as big memory footprint. 16-bit textures are used in professional stuff where accuracy of storing height information is critical - for example, NASA distributes full height maps of Earth (and Mars if I recall right), both above and below the water (called bathymetric maps) in 16-bit raw greyscale format... The variation from sea level to tip of Everest is about 9 km; dividing that to 256 values would mean each value representing range of about 35 metres, which is quite large altitude variation. With 16-bit accuracy, the "step" between each value diminishes to about 14 cm which is actually well within the accuracy of satellite radar measurements of the surface altitude... but I digress.

However, the AMOUNT of steps is irrelevant considering the absolute difference between lowest and highest value, and that's determined by factors other than textures - namely, the water material in IL-2 that determines how tall the waves are in good weather and in bad weather; both use the exact same textures, but with different multipliers that makes the bad weather waves taller.

Personally I would love to have good weather and bad weather water use different textures, because different wind speed and other conditions create completely different looking waves - it's not simply an increase in wave height! But, we'll make do with what we are given, yes? ;)
Title: Re: [BETA] Blender Ocean simulator powered wave textures [Test version 3 available]
Post by: Triad773 on May 05, 2012, 11:28:38 AM
Gave all 4 versions a good try. Have to say I liked the 'd' best. :)

[edit] After Bombsaway's post: using DBW 1.71 on top of UP3 on Win7, 64 bit.[edit]
Title: Re: [BETA] Blender Ocean simulator powered wave textures [Test version 3 available]
Post by: SAS~Bombsaway on May 05, 2012, 05:01:56 PM
I found an unusual side effect in my 4.09 UP2.01. When I added this mod, my plane, if I just put it on auto pilot to let it take off on its own it curves to the right and crashes. I remove the mod and it takes off just fine. Does this mod effect maps in this way?
Title: Re: [BETA] Blender Ocean simulator powered wave textures [Test version 3 available]
Post by: Herra Tohtori on May 05, 2012, 06:13:56 PM
I found an unusual side effect in my 4.09 UP2.01. When I added this mod, my plane, if I just put it on auto pilot to let it take off on its own it curves to the right and crashes. I remove the mod and it takes off just fine. Does this mod effect maps in this way?


I have no idea how it could possibly affect the AI behaviour in any way.  ???

It's like if you selected a red skin, and the plane flight model would be faster.

The only possible troubleshooting I can give is that you try to remove the foam texture. That's the only thing that is different from retail graphics, it has higher resolution... other than that, the replaced water textures are exactly the same size and format as the original, stock IL-2 textures.
Title: Re: [BETA] Blender Ocean simulator powered wave textures [Test version 3 available]
Post by: carsmaster on June 01, 2012, 07:57:59 AM
Herra Tohtori good job. I wish you good luck and success. I unfortunately do not have all the necessary knowledge and very little time I have. Again, I wish you the best of luck.
Carsmaster
Title: Re: [BETA] Blender Ocean simulator powered wave textures [Test version 3 available]
Post by: Roger Smith on September 03, 2012, 05:12:48 PM
I've seen the video on this, it's wayyyyyyy better than ugly Stock "perfect" waves
Title: Re: [BETA] Blender Ocean simulator powered wave textures [Test version 3 available]
Post by: barrett_g on November 10, 2012, 12:36:51 PM
I cannot find installation instructions for this mod.  It said it was JSGME ready.... I installed all four (a,b,c,d) folders into my JSGMEmod folder.... Opened JSGME and selected one mod.... The "d" file... And told JSGME to install it.  I ran the game... And saw no new waves.

Did I do something wrong?

I have DBW 1.71

Thank you,
Barrett
Title: Re: [BETA] Blender Ocean simulator powered wave textures [Test version 3 available]
Post by: Herra Tohtori on November 11, 2012, 01:12:49 AM
It should work. Could you post a screenshot?

The first thing that comes to mind is that perhaps you don't have the shader-based water enabled in the first place. If you post a screenshot of how your water looks like, that would clarify whether that works or not.
Title: Re: [BETA] Blender Ocean simulator powered wave textures [Test version 3 available]
Post by: barrett_g on November 11, 2012, 01:36:08 PM
Where do I enable shader based water?
Title: Re: [BETA] Blender Ocean simulator powered wave textures [Test version 3 available]
Post by: marcost on November 11, 2012, 02:07:18 PM
hi Enable Shader is in conf.ini:

http://www.mission4today.com/index.php?name=Knowledge_Base&op=show&kid=27
Title: Re: [BETA] Blender Ocean simulator powered wave textures [Test version 3 available]
Post by: barrett_g on November 12, 2012, 09:20:53 AM
I changed the water from 1 to 3... And then 4 with no results.  I think it's my video card so I bought a better one.  Thanks for the help guys!
Title: Re: [BETA] Blender Ocean simulator powered wave textures [Test version 3 available]
Post by: Herra Tohtori on November 12, 2012, 10:08:02 AM
What video card do you have?

Could you upload a screenshot so we can confirm that this is indeed the case?

Here are the relevant parts of the conf.ini file:

Code: [Select]
[Render_OpenGL]
TexQual=3
TexMipFilter=3
TexCompress=0
TexFlags.UseDither=0
TexFlags.UseAlpha=0
TexFlags.UseIndex=0
TexFlags.PolygonStipple=1
TexFlags.UseClampedSprites=0
TexFlags.DrawLandByTriangles=1
TexFlags.UseVertexArrays=1
TexFlags.DisableAPIExtensions=0
TexFlags.ARBMultitextureExt=1
TexFlags.TexEnvCombineExt=1
TexFlags.SecondaryColorExt=1
TexFlags.VertexArrayExt=1
TexFlags.ClipHintExt=0
TexFlags.UsePaletteExt=0
TexFlags.TexAnisotropicExt=1
TexFlags.TexCompressARBExt=1

TexFlags.TexEnvCombine4NV=1
TexFlags.TexEnvCombineDot3=1
TexFlags.DepthClampNV=1
TexFlags.SeparateSpecular=1
TexFlags.TextureShaderNV=1

HardwareShaders=1

Shadows=2
Specular=2
SpecularLight=2
DiffuseLight=2
DynamicalLights=1
MeshDetail=2
VisibilityDistance=3

Sky=2
Forest=3
LandShading=3
LandDetails=2

LandGeom=3
TexLarge=1
TexLandQual=3
TexLandLarge=1

VideoSetupId=17
Water=4
Effects=2
ForceShaders1x=0

PolygonOffsetFactor=-0.15
PolygonOffsetUnits=-3.0


However, your GPU may not be able to use these settings, depending on how good or bad it is. Please post your system details and perhaps even your own conf.ini file, so we can take a look at what the problem actually is, instead of giving helpful guesses! ;D
Title: Re: [BETA] Blender Ocean simulator powered wave textures [Test version 3 available]
Post by: barrett_g on November 12, 2012, 11:15:39 AM
My video card is a Nvidia GeForce4 MX Integrated GPU... so I think that's my problem due to what was said in the link provided in post #60:
 
Reminder:
ATI 9500 and higher supports modes: 0, 1, 2.
NVIDIA 6600 and later models support: 0, 1, 2, 3, 4.
NVIDIA cards before the 6xxx series support: 0, 1, 2 (2 is not recommended).

It looks as though even if I change the values my card won't support it.  I went ahead and bought a better video card to see if that helps.  It should be shipped here in a few days.
 
Just for the hell of it I went ahead and changed my config file to look exactly like the example you posted Herra Tohtori.  It didn't change a thing.  I think this confirms that my GPU can't support it!
 
Here's a screenshot of what it looks like:
(http://i642.photobucket.com/albums/uu141/Barrett_g_album/B6F2DE59-4794-4BA3-8A5B-972388AA2913-4615-000007CEE3DD3952.jpg)

I call it: Nazi Jesus running on default water!

Maybe my new card will fix this so my water can look cool too.

Thanks for all your help everyone!
Title: Re: [BETA] Blender Ocean simulator powered wave textures [Test version 3 available]
Post by: Herra Tohtori on November 12, 2012, 11:28:53 AM
Yeah, MX4 can't support the shader model required. That explains the problem, then! Be sure to call back when you get a new graphics card. ;)
Title: Re: [BETA] Blender Ocean simulator powered wave textures [Test version 3 available]
Post by: Ass Eagle on November 12, 2012, 12:15:22 PM
Not nitpicking.. but ATI cards have much better results with water=2

BTW, LOVE this mod!
Title: Re: [BETA] Blender Ocean simulator powered wave textures [Test version 3 available]
Post by: SAS~Tom2 on November 12, 2012, 05:14:52 PM
Water=3?
Really, I thought water=2 is max for Ati/AMD. ?
 :-\

T.

Title: Re: [BETA] Blender Ocean simulator powered wave textures [Test version 3 available]
Post by: nic1 on November 17, 2012, 01:45:50 PM
Will it work with DirectX?

http://www.youtube.com/watch?v=tYesJtyVzFU
http://www.youtube.com/watch?v=TGGa4PJ0z1M
Title: Re: [BETA] Blender Ocean simulator powered wave textures [Test version 3 available]
Post by: Avala on November 17, 2012, 03:23:01 PM
Herra Tohtori

But, this is fantastic  :) I wonder how I didnt see this earlier  ;D Must give it a try now :)
Title: Re: [BETA] Blender Ocean simulator powered wave textures [Test version 3 available]
Post by: Herra Tohtori on November 18, 2012, 08:38:50 AM
Will it work with DirectX?

Not in the context of IL-2.

IL-2 uses D3D 8 for rendering in DirectX mode and does not support shaders, which automatically excludes shader-based water and terrain graphics. The shader-based water is only available when the game is running in OpenGL mode and even then, the hardware shaders need to be set to enabled.

Moreover, the water in IL-2 is not simulated; the surface information is instead stored in textures that the shaders then use as the source of water's height and surface normal direction.

On the other hand, the water graphics produced from Blender can be used in any game that uses water height map and/or normal map; of course, different games would likely accept animations of different resolution and length (amount of frames).


I believe I am one of the first to have exported height textures from Blender and successfully converted them into in-game useable format, at least I have not seen anyone else do anything similar in the internets.


Avala: Good to hear you like it! I would love to have some more visibility for this, but I don't really want to go around advertising it too much, that could come across as somewhat obnoxious. I've started seeing my water mod appear more frequently in the IL-2 screenshot thread recently, though. ;)
Title: Re: [BETA] Blender Ocean simulator powered wave textures [Test version 3 available]
Post by: grom29 on January 30, 2013, 02:46:09 PM
Thanks a lot! ;)
Title: Re: [BETA] Blender Ocean simulator powered wave textures [Test version 3 available]
Post by: Claw on May 11, 2013, 05:22:28 PM
Very nice water and easy on the frame rate. I can't decide which I like best but so far I find myself stuck on b version. Your water is great for me because I favor carrier missions. I'm glad to have found nice water that doesn't give my frame rate the jitters on this old hardware. I never measured my frame rate so I don't know but it didn't cause any jittering.

Just so ya know my hardware/software

HSFX 6.0.17

P-4 2.8 Ghz LGA 775
4 gig of ram with only 3.5 usable in windows XP 32 bit.
ATI HD 3450 512 DDR2 x 1 GB Hyper Mem connected DVI running 1280 x 960 in a PCI-e 1.1 slot. I turn it down to 1152x864 for land based missions.

Thanks so much for an awsome MOD.

Bob
Title: Re: [BETA] Blender Ocean simulator powered wave textures [Test version 3 available]
Post by: Claw on May 13, 2013, 05:00:04 PM
Ok, I've used all 4 of them and came to the conclusion that veriety is best. I like all 4 of them.
Title: Re: [BETA] Blender Ocean simulator powered wave textures [Test version 3 available]
Post by: Herra Tohtori on September 11, 2022, 10:36:45 AM
DOWNLOAD v.0.5: https://www.mediafire.com/file/fd5h24mzgpz7aa1/

Updating this thread on 2022-11-09. I have been absent from IL-2 modding for a long time, but here's a small update on this mod. Earlier versions have a small error that causes a very slight "jolt" in the wave animation, due to the images being shifted by a couple of pixels. This version fixes that and the animation should be smoother.

However I am not up to date on how 1946 modding has progressed, what mod packs are in use and what kind of file structure they use. So be advised, depending on the mod pack you use - this may or may not work directly from JSGME. Probably does, but you probably want to test it to make sure (i.e. disable older versions of my ocean wave mod, then activate this and check how the waves look like).
Title: Re: [BETA] Blender Ocean simulator powered wave textures [Test version 3 available]
Post by: Knochenlutscher on September 11, 2022, 11:39:20 AM
Nice,

Welcome back and excellent to have back.

Best wishes
Tobias
Title: Re: [BETA] Blender Ocean simulator powered wave textures [Test version 3 available]
Post by: WxTech on September 11, 2022, 02:50:35 PM
Any progress on the very prominent jump that occurs for the wave crest foam?
Title: Re: [BETA] Blender Ocean simulator powered wave textures [Test version 3 available]
Post by: Herra Tohtori on September 11, 2022, 08:46:54 PM
Any progress on the very prominent jump that occurs for the wave crest foam?

Not sure, it might be part of the problem that was fixed, or a separate issue that I've never noticed.

Test it out and if the problem still occurs, gimme some footage showing the issue so I can compare it to my end and maybe find a solution, if it's possible.
Title: Re: Blender Ocean simulator powered wave textures
Post by: Peter Lynn on September 12, 2022, 12:12:11 AM
Thank you for all your trouble. Just installed it in the current BAT and think it's great...
Title: Re: [BETA] Blender Ocean simulator powered wave textures [Test version 3 available]
Post by: Vampire_pilot on September 12, 2022, 02:10:39 AM
Hi and welcome back.

I tried it out in BAT and here's what I see in compariosn.

BAT without any effect mods - conditions "Poor"
(https://i.postimg.cc/CLJcpPYb/effold.png)

Your mod, also "Poor"
(https://i.postimg.cc/vHG0jFRQ/effnew.png)


I notice the more pronounced crests. The movement seems smooth.
However, I also notice a much more pronounced pattern in comparison, which is a bit odd looking to me when looking from afar.
From close up, the foam crests seem a bit blurry, on my rig at least.
Title: Re: [BETA] Blender Ocean simulator powered wave textures [Test version 3 available]
Post by: RABIZO on September 15, 2022, 01:54:22 AM
I was using waves like this in the "Vp mod". When the altitude is low, the waves that can be seen from the ship are wonderful, but in "Hazy" weather, when the altitude is about 3000, it becomes "pattern". It seems that there is no problem if it is "Good".

I want to use this wave instead of the "bumpy wave".

I am Japanese. Use "Google Translate".
There may be times when nuances are not conveyed.

(https://i.postimg.cc/LXrXT9vp/2022-09-15-at-07-27-43.jpg) (https://postimg.cc/dkjwQKzH)
3000m Hazy
(https://i.postimg.cc/kg17sMXp/2022-09-15-at-07-28-17.jpg) (https://postimg.cc/Sn90Nh96)
Bat original
(https://i.postimg.cc/gk25DVXG/2022-09-15-at-07-29-52.jpg) (https://postimg.cc/WtxXpJwy)
Title: Re: [BETA] Blender Ocean simulator powered wave textures [Test version 3 available]
Post by: stanislao on September 15, 2022, 03:14:56 AM

 ;D  I would say that the "Poor" mode creates many problems of effective realism. In fact I try to avoid it ...
RABIZO, you don't have to point out the difficulty of translation, we are almost all in the same boat ... if I retranslate into Italian what Google has translated into English, something horrifying comes out ... try it!  ;)

Title: Re: [BETA] Blender Ocean simulator powered wave textures [Test version 3 available]
Post by: RABIZO on September 15, 2022, 06:02:04 AM
stanislao thanks.

It's fun to experiment with different effects

"Google Translate"
yes. I'll give it a try.
Title: Re: [BETA] Blender Ocean simulator powered wave textures [Test version 3 available]
Post by: Ace on September 17, 2022, 02:01:08 PM
Hello, Guys

About translator, I use it alot, and think is good, hope it helps.

https://www.deepl.com/translator

Regards,
Ace
Title: Re: [BETA] Blender Ocean simulator powered wave textures [Test version 3 available]
Post by: sercrets on November 26, 2022, 09:52:41 PM
Will this work with Carmasters better water mod? https://www.youtube.com/watch?v=0fVM17dtoIw
Title: Re: [BETA] Blender Ocean simulator powered wave textures [Test version 3 available]
Post by: WxTech on November 29, 2022, 07:34:20 PM
This set of water textures replaces any other such water textures, whether stock, carsmaster's, or anyone else's. All are variations on the same basic water representation. If you decide to try this texture set, carsmaster's (if in use) would be replaced completely.
Title: Re: [BETA] Blender Ocean simulator powered wave textures [Test version 3 available]
Post by: sercrets on November 29, 2022, 11:02:57 PM
Thanks!