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p-groarke committed Sep 11, 2021
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Expand Up @@ -39,7 +39,7 @@ The following should create a decently shaded ocean. For best results use and HD
- Displacement > Use Map
- Connect Displacement output to that map.

Optional, Auto-Bump replaces subdiv and is much faster.
Not recommend, Autobump replaces subdiv and is much much much faster.
- Subdivision > Catclark
- Subdivision > Iterations : about 2-3

Expand All @@ -56,20 +56,20 @@ Optional, Auto-Bump replaces subdiv and is much faster.
### Running In Modifier Stack
![Simple Ocean Displace](doc/simpleocean_displace_example.png "Displace Modifier Demo")

Thanks to Paul E.'s suggestion, I was able to create a scene setup to drive the Displace modifier with the map output. Using the modifier stack is very slow and less precise, since we don't have Arnold Auto-Bump. However, if you need interactions with scene objects, an approximation of the ocean will allow you to do so.
Thanks to Paul E.'s suggestion, I was able to create a scene setup to drive the Displace modifier with the map output. Using the modifier stack is very slow and less precise, since we don't have Arnold Autobump. However, if you need interactions with scene objects, an approximation of the ocean will allow you to do so.

[Download Example Scene](doc/simpleocean_displace.max?raw=true)

#### Instructions
To accomplish this, we will split the output displacement into its x, y and z components. Do so in the Material Editor using an OSL Vector Components node. With these components, we can now drive 3 different Displace modifiers to apply the effect to our modifier stack. After the first 2 Displace modifiers (X and Y), we will use the Data Channel Modifier to apply the correct axis displacement.
To accomplish this, we will split the output displacement into its x, y and z components. We can do this in the Material Editor using an OSL Vector Components node. With these components, we can now drive 3 different Displace modifiers to apply the effect to our modifier stack. After the first 2 Displace modifiers (X and Y), we will use the Data Channel Modifier to apply the correct axis displacement.

1. Split the SimpleOcean Displacement output using the OSL Vector Components node.
2. After your Plane and UVW Map modifiers, add a Displace Modifier.
2. After your Plane and UVW Map modifiers, add a Displace modifier.
3. Connect the X axis to its Map input and check "Use Existing Mapping".
4. Next, add a Data Channel Modifier.
4. Next, add a Data Channel modifier.
5. Add 1 Vertex Input Operator and 2 Vertex Output Operators. Set them up as follows.
6. Vertex Input : Position, Z.
7. Vertex Output 1 : Position, X, Add.
8. Vertex Output 2 : Position, Z, Substract.
9. Repeat step 2 to 8 for the Y axis. Make sure you use the Y axis as an input to the Displace Modifier, and as Vertex Output 1 (step 7).
10. Finally, add the third Displace Modifier. Connect the Z axis, and your done! No need for a Data Channel Modifier on the Z axis.
9. Repeat step 2 to 8 for the Y axis. Make sure you use the Y axis as an input to the Displace modifier, and as Vertex Output 1 (step 7).
10. Finally, add the third Displace modifier. Connect the Z axis, and your done! No need for a Data Channel Modifier on the Z axis.

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