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Exporting seasurface normals as tiling bitmaps
#3
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
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