Scaling Hydrax

SniperBinaire

25-06-2010 15:17:40

A very simple problem : I want to scale down my water, and get waves with an appropriate size
I'm actually using a metric system defined as 1OgreUnit = 1Meter
That help to size objects in Maya, in Ogre an simplifying objects creation

My problem is that tweaking my .hdx approach what I want, but makes many bugs apperar
I've read this post to get some ideas, but I have a very horrible render

So if you have a method to reduce hydrax to that scale, it will be very helpfull

Xavyiy

28-06-2010 15:36:01

You've not modify any part of Hydrax sources, just change the Scale param of the Noise module.

Xavi

cgpauli

28-06-2010 22:58:42

You've not modify any part of Hydrax sources, just change the Scale param of the Noise module.

Xavi


Could you perhaps post some sample config file that gives a decent water effect for a metric system, since i have the same problem and do not really know the meaning of all the parameters :-). Would be really helpful!

Thanks in advance!

cgpauli

29-06-2010 10:36:40

And just in case you wonder: I tried to adjust the scale-parameter of the noise-module, but the results look very different to the same scene with a larger scaling like in the demo :(

SniperBinaire

30-06-2010 10:42:50

Ok, so increasing complexity, reducing strength and scaling up (to 35 for me) the noise module work flawlessly.
There is however a little bug when switching to depth material : actually, if you are just on the sea level, you see the waves in front of you, and the depth material makes them blue (with a full alpha)
The entire scene is also covered by a blue shade.
And the water is also fully blue

Medium bug in facts, but as he block the reflections and refractions, he can be very strange looking sometimes

cgpauli

30-06-2010 12:23:03

Ok, so increasing complexity, reducing strength and scaling up (to 35 for me) the noise module work flawlessly.
There is however a little bug when switching to depth material : actually, if you are just on the sea level, you see the waves in front of you, and the depth material makes them blue (with a full alpha)
The entire scene is also covered by a blue shade.
And the water is also fully blue

Medium bug in facts, but as he block the reflections and refractions, he can be very strange looking sometimes


I got it working too now, there was another error in my code which caused the trouble for me. I am also experiencing the same effect as SniperBinaire, but i can live with that at the moment.

SanguinarioJoe

03-07-2010 15:08:16

Hi cgpauli!

I had got the same trouble (the sea appears have an x10 scale factor, no?), and, as say Xavi you only must edit the hydrax config file:

1.- Changing the noise scale.
2.- Changing the projected grid strength.
3.- Removing the smooth effect.

The first point is curious, because the Perlin scale factor is inversed (bigger scale factor = smaller noise). The third point is needed to avoid the objects on the sea appears that is flying.

I use this config file:

#Hydrax cfg file.



#Hydrax version field

HydraxVersion=0.5.2



#Main options field

<vector3>Position=0x0x0

<float>PlanesError=0.75

#Shader mode: 0=HLSL, 1=CG, 2=GLSL

<int>ShaderMode=2

<float>FullReflectionDistance=1e+011

<float>GlobalTransparency=0

<float>NormalDistortion=0.075

<vector3>WaterColor=0.0398721x0.124018x0.164179



#Components field

Components=Sun|Foam|Depth|Caustics|Underwater|UnderwaterReflections|UnderwaterGodRays



#Sun parameters

<vector3>SunPosition=0x10000x0

<float>SunStrength=1.75

<float>SunArea=150

<vector3>SunColor=1x0.9x0.6



#Foam parameters

<float>FoamMaxDistance=7.5e+006

<float>FoamScale=0.00075

<float>FoamStart=0

<float>FoamTransparency=1



#Depth parameters

<float>DepthLimit=20



#Smooth transitions parameters

<float>SmoothPower=5



#Caustics parameters

<float>CausticsScale=13.5

<float>CausticsPower=10.5

<float>CausticsEnd=0.8



#God rays parameters

<vector3>GodRaysExposure=0.76x2.46x2.29

<float>GodRaysIntensity=0.015

<float>GodRaysSpeed=5

<int>GodRaysNumberOfRays=100

<float>GodRaysRaysSize=0.03

<bool>GodRaysIntersections=false



#Rtt quality field(0x0 = Auto)

<size>Rtt_Quality_Reflection=0x0

<size>Rtt_Quality_Refraction=0x0

<size>Rtt_Quality_Depth=0x0

<size>Rtt_Quality_URDepth=0x0

<size>Rtt_Quality_GPUNormalMap=0x0



#Module options

Module=ProjectedGridVertex



<float>PG_ChoopyStrength=0.375

<bool>PG_ChoppyWaves=true

<int>PG_Complexity=264

<float>PG_Elevation=5

<bool>PG_ForceRecalculateGeometry=false

<bool>PG_Smooth=true

<float>PG_Strength=3.5



#Noise options

Noise=Perlin



<int>Perlin_Octaves=8

<float>Perlin_Scale=0.85

<float>Perlin_Falloff=0.49

<float>Perlin_Animspeed=1.4

<float>Perlin_Timemulti=1.27

<float>Perlin_GPU_Strength=2

<vector3>Perlin_GPU_LODParameters=0.5x50x150000



Take care, i use my unofficial version (0.5.2) with GLSL sharders, change for your convenience.

Waiting news!