TechnoCrane 50 Animation Tool

Here’s a quick update. As part of my involvement in FOHR (webpage, facebook), I’ve developed a TechnoCrane 50. This will be used for creating the animatic of a teaser shot that’s under development. The animation rig is based on the actual specs of the real TechnoCrane 50. It can automatically limit rotations and the extension of…

Longest break in the history of this blog ending

Hi, I’ve had some ‘short’ break before where I didn’t get to updating the blog for a few weeks or so. This time it has been months since my last update. This doesn’t mean I haven’t been doing anything though. In fact, I’ve been really busy doing some really cool stuff. I’ve been working on…

Update on waves and tools

As I’m wrapping up another fun project, it is time for some long overdue updates on my blog. I still haven’t found the time/energy to make that ‘build a wave animation’ screen capture. This is still very much in the planning but I’m going to stop promising it on a concrete schedule as more work…

Another sneak preview

Here’s another sneak preview on a big update coming up soon. The surfacing part of the DEFBreakingWave HDA is all but at version 1.0 (at least at beta level). I’m doing the ‘final’ touches on the UI to make it more streamlined and logical.

Finally displacement and lip spray

Hi, Phew! It has been a LOOOOOONG time coming, but I’m finally ready to update on the new Gerstner displacement, as implemented within the breaking wave tool. Most of the time it took between the previous update (the sneak preview) had to do with a completely new addition to the displacement of the lip of…

Gerstner wave based displacement

Before I get into the displacement functionality of the wave tool, I’d like to take a little time to go through some foundation work I did to improve displacements. Up till now I was using regular noise functions to create the displacement of the ocean surface. This looks kind of ok as long as you…

Wave shading

Shading time… After a few ‘false starts’ it is time to go through the shading side of the wave system. Before I get into the shader itself, I thought I’d be a good idea to quickly recap how the UV’s of the wave are integrated into the UV space of the ocean surface. Luckily, I…