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Modeling Realistic Water

Started by March 15, 2004 06:42 PM
9 comments, last by nes8bit 20 years, 7 months ago
does anyone have any tips to model realistic ocean water? I have such a hard time modeling beaches and realistic waves. I found a few tutorials but they''re for still scenes. To top it off, most of the surrounding environment is just hacked together by use of high detail textures. Any suggestions? Tutorials? This isn''t for realtime rendering btw. ------------------------------------------------------------ My Site
The Lounge really isn''t the place for this.
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[Moved to: Graphics Programming and Theory]

Richard "Superpig" Fine - saving pigs from untimely fates - Microsoft DirectX MVP 2006/2007/2008/2009
"Shaders are not meant to do everything. Of course you can try to use it for everything, but it's like playing football using cabbage." - MickeyMouse

Look up Brian Smith''s Realistic Simulation of Breaking and Curling Waves.
I think there''s an article no gamasutra about rendering ocean water. Realtime, I think. It might be a little too difficult, though.

Muhammad Haggag
Bitwise account: MHaggag -

Wait my article on the display and animation of unbounded water areas for ShaderX 3 !

Stefano Lanza
www.gameprog.it\typhoon
Stefano LanzaTyphoon Engine
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quote: Original post by Myopic Rhino
The Lounge really isn''t the place for this.


O_O I''m so confused


I''ll check those sites out

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No wonder these are technical articles....WRONG FORUM SUPER PIG...

I''m acutally looking at the artistic side of this. That is, without any programming.

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[Moved to visual arts.]

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quote: Original post by Anonymous Poster
Look up Brian Smith''s Realistic Simulation of Breaking and Curling Waves.


Hi! Do you happen to know where could I find his thesis?
Pls cc to mbalint@writeme.com

Thanks,
Balint

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