I'm working on open ocean scenes, and i've notice if i pull way out with the camera i notice foam and wake showing up as a repeating texture throughout the ocean to the horizon line.
Boundries are turned on and set to "both sides".
i'm sure it's some setting i hit somewhere along the lines. I tried setting up a simple scene with just the default settings and it doesn't repeat.
anyone had this happen before?
With edge drop off set to "none", this is the only time displacement and foam are showing up outside of the containers. You are forced to have edge drop off turned on. Why have an option "none" in the first place?
QUOTE(thomasgraham @ 01/20/06, 03:52 PM) [snapback]225625[/snapback]
With edge drop off set to "none", this is the only time displacement and foam are showing up outside of the containers. You are forced to have edge drop off turned on. Why have an option "none" in the first place?
That node is useful for more than just foam on the ocean(it derives from the base fluid node, which can do a lot of stuff). Also in some cases people will want it to loop outside the container. For example one could create a dynamic wave surface that tiles with no seams off to the horizon.
Duncan
QUOTE(thomasgraham @ 11/17/05, 03:40 PM) [snapback]219974[/snapback]
if i pull way out with the camera i notice foam and wake showing up as a repeating texture throughout the ocean to the horizon line.
How did you create the foam? It seems odd that you have that issue, b/c the boundry is not your problem for the repeating pattern. it would make sence if you created the foam from scratch/in the hypershadeand it will add a there was a place2dTexture node that will have wrap U and wrap V turned on by default. This usually doesn't happen when you make the foam through the UI because it won't add that extra node. you can in this case just turn those settings off, and it will fix the probelm.
There is a bit of stuff under the covers to more easily support fluid textures on the ocean. In particular one can use a 3D fluid texture with the "is2d" flag enabled. This avoids requiring a 3D placement node: the fluid is its own placement node. Also for handling the bump map rendering an ocean shader requires that one map the wave height offset with a 3D texture. 2D textures would displace the ocean but not affect the normal which would look bad. Also the ocean preview plane is designed to show the 3D fluid texture maps. I don't think the 2d fluid texture mapped to foam will show up. Also depending on the repeats it may not exactly match, so it is best to stick with the the 3D fluid textures.
For the 3D fluid texture the repeat or "wrap" of the texture outside the fluid container is controlled by enabling or disabling the edgeDropoff.
One can use other setups, but with the ocean shader it may be best to stick with the way the fluid texturing is setup by the "create wake" menu. (just don't set edgeDropoff to NONE unless you want the fluid texture to repeat across the entire ocean)
Duncan