More Realisitc Water

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Re: More Realisitc Water

Postby Paradox » Sun Mar 16, 2008 6:13 pm

Well, it's a bit more than "one Plasma command"...

It's a plWaveSet6 (or plWaveSet7 in Myst V and MOUL) object that defines variables for waves. The problem is that there are still some unknown fields in plWaveSet6, so don't expect anything too soon, at least until we can possibly test some parameters and see what the unknown variables control.

There might also be more object references involved, I'm not sure and won't be able to check for a bit. Ideally I'd like to finish up LayerAnimations and make sure that there are no bugs before moving on to WaveSets and object animations.
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Re: More Realisitc Water

Postby Zrax » Sun Mar 16, 2008 9:12 pm

Um, Uru/PotS uses plWaveSet7 as well, so I don't know why you would need plWaveSet6 to be fully documented...
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Re: More Realisitc Water

Postby MustardJeep » Fri Apr 04, 2008 10:18 am

Er, you know Mark Finch published the basic how-to on Kemo water......Right?

Kemo is a bump map with a pixel shader for color, and it is generated by combining the sums of several different sine wave sets. Most of kemo is a basic Gerstner Wave set when it is sunny, but it behaves more geometric seeming in the rain to allow for some nice interference patterns.

His article doesn't per-say detail the implementation in Uru:CC it just details "How" to go about implementing it in your own projects.

I'll be happy to repost his stuff here if you like, but fair warning it's heavy on the math.
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Re: More Realisitc Water

Postby Nadnerb » Fri Apr 04, 2008 12:00 pm

well, the point for implementation in the plugin isn't really how it works at all, it's how to make plasma do it. Which really doesn't require much math at all. Just creating the class and plugging in some values.

However, I haven't actually seen this publication, so would be very interested in seeing it. While it is reasonably obvious what the effect is, (perturbed environment map) the specifics of it's implementation would be interesting to see.

Also, as far as plasma's implementation goes, I am interested to see whether the use of the procedurally generated normal map is necessary, or whether it can be replaced with a static texture for shiny, bumpy surfaces a'la half life 2.
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Re: More Realisitc Water

Postby MustardJeep » Fri Apr 04, 2008 10:02 pm

Below are links to the article I mentioned Sorry about the size my scanner was acting a bit funny tonight when I scanned it in.

Most all of the common variables are discussed and defined, including some of the choices that were made in Kemo. So hopefully it will help a bit in getting the blanks filled in.

http://i151.photobucket.com/albums/s149 ... ge0001.jpg
http://i151.photobucket.com/albums/s149 ... ge0002.jpg
http://i151.photobucket.com/albums/s149 ... ge0003.jpg
http://i151.photobucket.com/albums/s149 ... ge0004.jpg
http://i151.photobucket.com/albums/s149 ... ge0005.jpg
http://i151.photobucket.com/albums/s149 ... ge0006.jpg
http://i151.photobucket.com/albums/s149 ... ge0007.jpg
http://i151.photobucket.com/albums/s149 ... ge0008.jpg
http://i151.photobucket.com/albums/s149 ... ge0009.jpg
http://i151.photobucket.com/albums/s149 ... ge0010.jpg
http://i151.photobucket.com/albums/s149 ... ge0011.jpg
http://i151.photobucket.com/albums/s149 ... ge0012.jpg
http://i151.photobucket.com/albums/s149 ... ge0013.jpg
http://i151.photobucket.com/albums/s149 ... ge0014.jpg
http://i151.photobucket.com/albums/s149 ... ge0015.jpg
http://i151.photobucket.com/albums/s149 ... ge0016.jpg
http://i151.photobucket.com/albums/s149 ... ge0017.jpg
http://i151.photobucket.com/albums/s149 ... ge0018.jpg
http://i151.photobucket.com/albums/s149 ... ge0019.jpg
http://i151.photobucket.com/albums/s149 ... ge0020.jpg
http://i151.photobucket.com/albums/s149 ... ge0021.jpg
http://i151.photobucket.com/albums/s149 ... ge0022.jpg
http://i151.photobucket.com/albums/s149 ... ge0023.jpg
http://i151.photobucket.com/albums/s149 ... ge0024.jpg
http://i151.photobucket.com/albums/s149 ... ge0025.jpg
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Re: More Realisitc Water

Postby Grogyan » Sat Apr 05, 2008 1:58 am

Is this article from one of the "Gems" series of books on game programming

I used to frequent the http://www.gamedev.net , and it get very consistant reviews.
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Re: More Realisitc Water

Postby Lontahv » Sat Apr 05, 2008 3:10 am

No need to worry--I haven't forgot about your Kemo-Style water. ;) I have everything that we need--now we just need to hook it up and debug. In a few weeks I'll should have something working.

You see, this is "my" project, the other devs aren't working on it--just helping me do it(I'm a noobie-dev :P ). It's really made a lot of progress and I've learned a huge amount so far. Just give me some time--and I'll get it working/done.

Just keep waiting. :)

Oh and, nice article/bookie/printed-thing.

~Lontahv (PyPrpDev in training[WARNING]) :lol:
Currently getting some ink on my hands over at the Guild Of Ink-Makers (PyPRP2).
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Re: More Realisitc Water

Postby MustardJeep » Sat Apr 05, 2008 10:42 am

Yep GPU gems.

I have the whole set except for Gem 7 still looking for that one slightly cheaper then retail. :roll: :lol:
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Re: More Realisitc Water

Postby Paradox » Sat Apr 05, 2008 10:48 am

Wow MustardJeep, I'd been trying to read a copy of that ever since I first heard about it.

For those who don't know, the article is written by Mark Finch, who was the Lead Graphics Programmer at HeadSpin (and later Cyan Worlds) when they were working with Plasma 1 and Plasma 2. He designed most of the material system, all of the water (as far as I know), and built most of Eder Kemo (thus why it is one of the few places with bumpmapping and advanced material blending. It was kinda like Mark's graphical testing playground).
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Re: More Realisitc Water

Postby Grogyan » Sat Apr 05, 2008 9:51 pm

MustardJeep wrote:Yep GPU gems.

I have the whole set except for Gem 7 still looking for that one slightly cheaper then retail. :roll: :lol:


I wanted to buy that series to get more depth in understanding game programming in C++, but I lack the time to learn it fully, and still don't really have any time available.
The original series was "Game programming Gems" which is a series of books with articles in from well known names in the game industry, and I bet Cyan has the whole collection too, as its a must to keep yourself at the top, later this series apparently split, and the next series was "GPU Gems".

I dunno if it'll help our devs as its really an implementation to package all game data for game engine.

For those that don't know, a game engine is extremely detailed, and nowa days even includes high end physics engines too.
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