Ocean-Shader from OGRE succesfully adapted to GE

:eek: this is one of the most beautiful thing ive ever seen in Blender GE
it is easy to configure… runs smooth… great
here i modified Cubemap blend. it is like waterball in space… looks better when camera moving around
http://img407.imageshack.us/img407/9780/waterballwe8.jpg

Please post a blend. I’m keen on ANY interesting application of the shader. Does anyone have an island setup or at least a good palmtree to make a more interesting demo without reinventing every little bit?

Hi 3d-penguin I posted the blend you can get it here or on my previous post…

http://savefile.com/files/677188

also here is a link to a cool tut on vertex displacement for Nvidia cards… if you haven’t seen it yet… you can use an animated map to drive the mesh deformation…!
http://www.ozone3d.net/tutorials/vertex_displacement_mapping.php

@Martinsh:
that’s a cool sphere!.. hmm giving me some ideas… we should be posting some shots in the screenshot thread!

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my waterball - HERE

FileFront won’t let me download, please upload somewhere else.

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ok then… try HERE

Hi 3d-penguin I posted the blend you can get it here or on my previous post…

http://savefile.com/files/677188

also here is a link to a cool tut on vertex displacement for Nvidia cards… if you haven’t seen it yet… you can use an animated map to drive the mesh deformation…!
http://www.ozone3d.net/tutorials/ver…nt_mapping.php
Hi Kirado, i tried to download since you posted it but it was until shortly when it finally worked. Nice blue water color and good skybox. Thanks for parameter adjustment example of some parameters. I looked at this vertex displacement example which mentions an interesting feature of reading back texture values on some graphic cards. This could be used to get the vertex position for correct bouyancy of objects. But for the sake of compatibility it seems to be better to “cripple” the shader (taking vert displacement out) and move the vertices with python leaving only the fragshader. However i don’t need that feature at the moment, so if someone else wants to try, go ahead. I think i’ll make a tropical island first (FarBlend, hehe:o)

here i modified Cubemap blend. it is like waterball in space… looks better when camera moving around
Nice one, it has something surrealistic. What about a particle emitter to generate a bunch of them? :eyebrowlift:

yeah… glad you got the file eventually… dunno why, but savefile was giving me grief… :frowning: I was thinking in terms of bouyancy… it’s possible to transfrom vertices in glsl… so it should be possible to use the wave deformation to just move an object in the Z axis?.. if there was just some way of outputing a vertex position… it would be a lot easier…

As i said, this might work if you sacrifice either compatibility or some shaderbeauty. The easiest way will be to use the pythonscript “realtimewater.py” instead of vertexshader to move the vertices. Then the gameengine will know where the vertices are. With the next generation of graphicscards that stunt will be obsolete.

@martinsh… just had a look at the water ball… looks really cool… could make a cool fountain or water fall like this…

fireball

could be a cool realtime nuke :wink:
http://img58.imageshack.us/img58/7972/fireballua5.jpg
blend is HERE

Wicked mate! XD

I’ve been looking at all this and it looks awesome…except my computer has a dis-functional relationship with GLSL…I get purple…anyways, good work 3D-Penguin!!

~~Stu

Thanks Stu_Flowers. I see you are from Oregon. Lots of very beautiful landscape pictures i stumbled upon have been labeled Oregon. Must be a wonderful place.

could be a cool realtime nuke :wink:
Or some lava. Just lacks of some vulcano. We could declare that a new shader. Cool post. Thanks.

Hello 3D-Penguin,
bad weather on the mysterious ocean…
hopefully there are some welcome lighthouses on the lucky sailors path!
http://mihd.net/89e5pv

Hello Kirado,
here it is a FoggyOceanShader picture

Attachments


Hey everyone!

Great shader 3D-Penguin, and thanks for the mist addition keleido! The Cognitive team will definately be using this pretty little somethin in the future.:wink:

Actually, we’re using it for Dogfights. Dogfights doesnt run in 2.43, so I had to modify the script to make it work in 2.42. For some odd reason the original version looks completely screwed up in 2.42, so I felt it would be a good idea to go ahead and post my adjusted version of the script for anyone who might want to use this for their 2.42-only projects.

Here are some example files:
http://www.cognitiveonline.com/oceanshader_242_day.blend
http://www.cognitiveonline.com/oceanshader_242_night.blend
http://www.cognitiveonline.com/oceanshader_242_tropical.blend

What the original shader script looks like in 2.42:
http://www.cognitiveonline.com/oceanshader1.jpg

What this version looks like in 2.42(also works in 2.43):
http://www.cognitiveonline.com/oceanshader2.jpg
(day)
http://www.cognitiveonline.com/oceanshader3.jpg
(night)
http://www.cognitiveonline.com/oceanshader4.jpg
(tropical)

If your project works fine in 2.43, than by all means, use the older version, because this version gives you a few weird console errors and doesnt look quite as good as the older version in my opinion. However, if your project doesnt work in 2.43, than this is definately an option.

Also keep in mind: I dont know much about GLSL scripting, I basically just screwed around with some variables until it looked good, so if any one of you can find a better way to modify the script for 2.42, than go ahead.

Enjoy! I hope this helps anyone looking for a 2.42 version of the script…

@keliedo… thanks for the screens. .the fog isn’t working with my gFX card…

@tommorrow man… nice screens thanks for the additions

I know I’m reviving an old thread. But is there any 2.5 version of this script / blend file please? It looks awesome, and it would be a pity if this would be lost in future versions.

I don’t think these links are active anymore. The best thing that can be done is message Martinsh to re-upload the file.