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!