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Posted: Sun Nov 21, 2004 11:17 pm
by gabio
they don't yea... but you can add up to 20 if i remember right. i saw someone using up to 20 wave effect to imitate an ocean like yours.

Posted: Mon Nov 22, 2004 2:03 am
by xeetstreet
simonharvey wrote:I dont think it will make it for 2.36, because of time constraints and also the politics of adding 3rd party libraries to the blender codebase.
I figured that'd be an issue too. Here is a free, efficient alternative to FFTW: http://ldesoras.free.fr/prod.html. I've used it before for audio eq work; I have no idea if it provides the features you need.

EDIT: Now that I look at it, it seems you'd probably need 2d transformations and that library wouldn't work. Hmmm. Is there, at least, a test build for Windows we could play with? :wink:

Posted: Fri Dec 10, 2004 6:04 pm
by LetterRip
I dont think it will make it for 2.36, because of time constraints and also the politics of adding 3rd party libraries to the blender codebase.
Why would FFTW be a problem, since it is GPL?

We have external libraries for a number of other things, so I don't see why a highly useful library such as FFTW would be a problem. Ask Ton (kaito) on irc, or ask on bf-committers.

A fast fourier library will be needed for a number of effects simulation tools such as smoke, fluids, etc. So FFTW is generally useful.

LetterRip

Posted: Fri Dec 17, 2004 10:25 pm
by trogdor
wow, i just re-found this thread, and :shock: :shock:
those screenshots are AMAZING. keep it up!!!

Posted: Sat Dec 18, 2004 8:14 am
by simonharvey
I have had a couple of hours spare and I have decided to implement an OceanFFT texture module to allow the artist to use the smaller wave detail without having to use hundreds of thousands of verticies,

I have implemented a GUI, and the texturing code and I am currently on the Pre render setup function however I have come up against a compile problem:

I get:

Code: Select all

source/blender/render/intern/source/renderPreAndPost.c:127: error: dereferencing pointer to incomplete type
On the following line:

Code: Select all

        tex= G.main->tex.first;
The compiler that I am using is GCC 3.3.2-1. I imagine that other blender developers have run into this problem, my question to you is: How did you get rid of the error?

Kind Regards
Simon Harvey

Posted: Sat Dec 18, 2004 2:01 pm
by harkyman
Making this a texture plugin is a great idea. If you want to only use it as a texture, you can try it with the new normal mapping. But, if you want, you can subdivide your mesh and use the plugin in as a displacement map!

Posted: Sat Dec 18, 2004 4:38 pm
by gabio
i hope it's animatable too!
(sorry, no idea about the error)

Posted: Mon Dec 20, 2004 10:29 pm
by simonharvey
I have had a friend tell me what the following error was:

Code: Select all

source/blender/render/intern/source/renderPreAndPost.c:127: error: dereferencing pointer to incomplete type
So if anybody did/does know you dont need to post here.


Kind Regards
Simon Harvey

Posted: Wed Dec 22, 2004 6:48 am
by simonharvey
Hi All

Well after getting rid of my compile time bugs and typing in the command at the prompt I have managed to get:

Image

This shows the texture GUI code (as it stands).

Once finished you will be able to either create a texture OceanFFT either by taking the data from an OceanFFT effect, or by generating it from the parameters you see in the screen shot.

What you cant see is the texture mapping code in the background that has been implemented, unfortunetly OceanBlender? still segfaults when anything is being accessed, so I guess that their is still more debugging to do. :(

I guess that is it for now.

Kind Regards
Simon Harvey

Posted: Wed Dec 22, 2004 1:28 pm
by harkyman
Just want you to know that people are still interested in your project. This will be a great part of Blender's toolkit.

Posted: Wed Dec 22, 2004 2:22 pm
by matt_e
Ditto what harkyman said. Doing it as a texture is very cool, but please don't neglect the 'effect' version. The problem with a displacement texture is that you can't really see what it will turn out like in the 3D View, and makes it impossible to do things like floating buoys/ships with vertex parenting.

Using the effect in combination with the texture would be very cool though (if you got the same result from both the effect and the texture). You could subdivide your mesh to a medium detail and use the effect with live previews in the 3D View, but use the texture on top of the mesh as a displacement map and/or bump map, for the extra fine details at render time.

Cheers

Posted: Thu Dec 23, 2004 1:29 am
by macouno
Agreeing as well... I love where this is going... and broken does have a point.

Posted: Thu Dec 23, 2004 11:42 am
by llunasol
Looks wonderful as Texture and the idea of having it as Texture and FX sounds good to me. I hope to see it quite soon on Blender :)

Posted: Sun Jan 09, 2005 9:29 am
by sunray
Any news? :D

Posted: Wed Jan 19, 2005 10:48 am
by bullx
i'm also interested in this as a lot of person are.
give us some news, please.