Tools ‘r Us: setup and wave animation

It’s been a while since the last update again, but things are starting to move quickly now. This is a first update in a series that will start showing the Breaking Wave tool as its taking shape towards a first beta release. Most of the work recently has centered around making the wave setup as…

Beta test

I totally forgot to include the part on beta testing 😉 As the wave system is getting to the point where it becomes usable for animators (I hope), I’m thinking of starting a kind of selective ‘Beta Testing Program’. So, I’d like to invite serious parties to beta test the breaking wave animation tool. For…

quick update

It’s been a bit silent on this blog for a few days. The reason for this, is that I’m preparing a major update of the wave system, which is taking some time. I’ve fixed some problems with the wave zones (used for shading) that were only visible on the back side of the wave and…

Whitewater animation render

Just before I leave home for VFX 2009 in Amsterdam, I found that the render faery had fixed me a nice animation render (or at least most of it) so I thought I could spare some coffee time to post a little update. I did’t have time to look at a little shadowing problem I…

First white water test

I’ve just rendered a first test of my white water particle system. This currently is around 250k particles which is not by far enough to give it enough density. But still, not a bad begin. In order to generate these I used a cooky sop to extract a plane from the water surface where the…

Corrections to the last post and OTL

I had a sneaking suspicion this morning that I had made some mistakes in my previous post on ‘Shades of white water’ and quickly found I indeed had. I mentioned ‘Illuminate loop’ multiple times where it (obviously) should have been ‘Illuminance’. The Illuminate Loop is the partner in crime of the Illuminance loop (the one…

Shades of white water

Today was another shader day. I didn’t like the control I had over the particles of the lip spray. From within Houdini it takes a lot longer to tune the look of them and as I was already setting up multi-pass I though it was a good time to completely rebuild a new white water…

Basic multi-pass setup

To change pace from doing some experiments (not ended up in the wave system yet) I’ve added render passes to the render setup. I’ve also created a very simple Nuke multi-pass comp. In order to not have fresnel calculations attenuate the reflection and refraction passes, I had to do some minor rework on the shader…

New lip spray

Finally, I’ve gotten around to building my new lip spray particle system. Here’s a quick single frame render, more info will follow when I post a full animation render sometime tomorrow… Cheers, Erik