Shore Foam

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Shore Foam

Postby andylegate » Wed Apr 21, 2010 8:59 am

I got Shore Foam working while re-tooling Zephyr Cove.

For those that need to know (I'll be making a tutorial later), it's actually quite easy.

Make your waveset first of course. Then make your shore foam mesh just like you would have done in Blender.

Then after you've added it to your PageInfo in your Component Manager, also add the following:

New > Water > Shore Line
In the Component Utils tab, when you select this component, you'll be asked to select the waveset that goes with this shore line. Click on the button and then click on your waveset.

Then add:

New > Render > Representation

and

New > Render > Representation Group

Make sure you assign NEW or DIFFERENT Representation and Representation Group components to your shore line, NOT the ones you used for your water (you'll get an export error if you do, and things will not look very pretty when you link in, heh).

Then again in the Component Utils tab, select your Representation Group for the shore line, and click on "add" and add the representation you assigned to your shore line, NOT the one for the waveset.

That's all you have to do.

Well, you have to apply your Plasma Standard material, and textures (I found making the top layer one of those verticle Alpha Blends works great in having the back end of the shore foam disappear into the wave set).
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Re: Shore Foam

Postby Aloys » Wed Apr 21, 2010 12:29 pm

Dang, it suddenly all look so simple now, I feel sad for all the people who spend time coding and/or using them in PyPRP. :(
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Re: Shore Foam

Postby D'Lanor » Wed Apr 21, 2010 1:41 pm

It doesn't seem simple to me. A lot of searching and clicking through different windows when you can have it all neatly scripted in one place. I guess I'm just old-fashioned... ;)
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Re: Shore Foam

Postby Aloys » Wed Apr 21, 2010 2:21 pm

:lol:
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Re: Shore Foam

Postby andylegate » Wed Apr 21, 2010 2:49 pm

D'Lanor wrote:It doesn't seem simple to me. A lot of searching and clicking through different windows when you can have it all neatly scripted in one place. I guess I'm just old-fashioned... ;)


:lol: ROFL!!

Actually, you'd be surprised how much I called up the GoW Wiki or one of my Blender tutorials, and looked at the ALCScripting, to give me a hint as to WHICH Plasma Component I needed to click on!!!

Terminology in Blender vs the Terminology in Max is like me as an American speaking person, listening to someone brought up in the UK, and then the Plasma Plugin would be the French accent they developed while spending years living in France!!!!!

That's like the Particle Flocks when I figured them out. I had to sit down with PrpShop, with the Kemo prp's opened up, reading the XML text, and then sitting with a calculator (the paramaters in the actual prp file are the square root of the values you punch in with the Plugin in Max!!!).

I, ALMOST miss Blender, ehehehehehe. But then I didn't know how to do this in Blender:

http://www.youtube.com/watch?v=rk3wlwmnCoE
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Re: Shore Foam

Postby TheMagician » Thu Apr 22, 2010 3:13 am

Wow, congratulations on your progress. Unforunatley I have so much work to do lately that I can't keep up with you.
How do you figure these things out - for example that the value in the PRP is the square root of the Max plugin input :shock: ;)

And your particle flock looks great - although for your average fireflies these seem to be on drugs or something :D
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Re: Shore Foam

Postby andylegate » Thu Apr 22, 2010 3:48 am

TheMagician wrote:Wow, congratulations on your progress. Unforunatley I have so much work to do lately that I can't keep up with you.
How do you figure these things out - for example that the value in the PRP is the square root of the Max plugin input :shock: ;)

And your particle flock looks great - although for your average fireflies these seem to be on drugs or something :D


When it comes to trying to figure out what values Cyan used for the parameters of many of the Plugin Components, PrpShop is your best friend! :D

For example, you an take a look at a Scene Object, and it can show you the components assigned to it:

Image

This one showed how the particle emitter for the bugs is actually animated and why the bugs meander around the trees (all though anyone could have simply guessed at that, this proved it).

You can also take a look AT those components to see what parameters are punched in:

Image

PrpShop will display the information like this. Where my circles are, the parameters name's don't quite match up with how they are labled in the plugin (that's not always the case). I had opened up MY prp file, and where you see "FullChaseDistSq", my prp file had the value of 10,000! I had punched in 100 like you see in Cyan's prp. The square root of 10,000 is 100. So I turned around and put 10 there instead, and after exporting, my value matched theirs.
Not to mention the "Sq" part of the name kind of gave it away, heh.

However, once the values that Cyan used for the bug flock in Kemo is published (a video from you, a tutorial on GoMa forum, and on the GoW Wiki) no one else will have to go in and do this, they can just adjust their own numbers, but at least they'll have a good starting point.

Oh, and my particle flock....hehehe...it's because the animated path I gave the emitter is quite short......I'm betting if we could see Kemo's Max file, we'd see a very long and meandering animated path for the bugs.....
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