Hi,
it would be handy to have a way to easily export the surface normals of a seasurface as a tiling bitmap.
You can render selected at the moment, but if you use choppiness the sea does not have a straight edge, so (as far as I can see) you have to have duplicate sea surfaces to fill the seam.
Thanks,
Steve
Hello Steve,
"you have to have duplicate sea surfaces to fill the seam"
This is the case about non-adaptive grid - correct ?
Can you please let me know what would be the reason (limitations) of not using adaptive SSurf and the need
of tiling non-adaptive grids ? Maybe we can do something about it.
Thanks
Kresimir
Hi Kresimir,
the main reason for using it is speed on something like aerial or wide shots of something that was quite stormy.
When using adaptive sea surfaces, I nearly always get artifacts where the geometry is simplified (particularly if the sea is quite rough)
So my idea was to render out a normal map from a single tile of a non-adaptive seasurface (or a couple of variations), then use them on a flat plane (or flat adaptive seasurface), and mix the two tiles in a noise map to minimise tiling.
That way, Max would have an easier time of eliminiating shimmering/artifacts since it would be a case of filtering maps rather than geometry.
The problem with choppiness is that on a single tile, the choppiness pushes the mesh so that it is not a straight edge, so you need to duplicate the tile to fill the gap, to get something seamless.
Hope that explains it.
Cheers,
Steve
Hello Steve,
Thanks for explanation. Can you please send an image of artifacts you are getting ?
Maybe this is something that can be easily fixed.
Regards,
Kresimir
Hi,
I've e-mailed you an example.
Thanks,
Steve