10-03-2007, 09:05 AM
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
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

