Archive for February, 2011
We’ve yet to release a tutorial on using the new Ocean Sim tools that have been developed via the SaveTheOceanSim.com project, so I’ve taken the time to write up the first one. If you’ve been having trouble getting up and running with using the ocean modifier and/or using it together with the Ocean texture, hopefully this tutorial will help you get up and running.
Ran across this viking themed short film animation piece and thought it was great! The visual design is highly stylized and not the same as what I’m going for with my project, but it was an excellent piece of animation, great style, and great story idea, very funny! There aren’t too many viking-themed animation pieces out there, so I wanted to keep a reference to this one as well! Enjoy!
Just had a look at one of the new trailers for Marvel’s upcoming Thor film. Looks pretty good. I’m posting it here since it is viking related, mostly for reference and inspiration. The visual design of the viking gods and Valhalla are a little more “super-hero” over the top in design, but it’s still good to see the design choices they made.
Watch in HD if you can. Enjoy!
Here’s my first test clip of an ocean scene using the new tools we’ve developed in the Blender 2.56 Ocean Sim branch build. The clip shows the completed scene plus compositing breakdown (not complicated, but interesting). I opted to render out a foreground and midground ocean wave object separately, as it was more efficient. I could have enlarged a single ocean mesh to fill the screen, but blender really starts to bog down when you do that.
There are things that could be improved. The white foam is a plain material, it could use a little bump mapping to make it less smooth. You could also use an foam video texture to get a little more motion in the foam areas, but I’ve yet to get a good result without obvious tiling.
The next thing will be to float a ship on the water and get it moving realistically on the waves. We don’t yet have actual wave/object interaction yet, but developer Daniel Salazar is working on that. Also Blender cannot yet do dynamic particle emission, so no spray from the wave peaks for now. I should be able to fake some spray and a wake around the boat using manual particle objects, and displacement maps, we’ll see.
Anyway, enjoy! Hope to post a basic tutorial to get people up to speed on using the tools in order to get wider feedback from the community.
The builds are now open to the community, so head on over to http://www.savetheoceansim.com to get yours!
Great news, the latest builds of the Blender 2.56 Ocean Sim Branch have now been released to the public for further testing and feedback. Check the SaveTheOceanSim.com site for further details!
• New Ocean Modifier tool
• Updated and Improved Ocean Texture tool
• Foam Masking, Displacement, and Normal baking