RE: bermuda. much of what we planned to add into bermuda became a superset of features that felt more general purpose than what bermuda is. For example, surface/ hull displacement or interaction, wake generation, advanced texturing etc are things more easily, or already accomplished in Genome. The current plan is that bermuda will become a subset of that tool - to be clear: the specific things that make up Bermuda will show up in a future version of that product. We dont’ have a firm roadmap as to when that will happen, although after Siggraph we will be blocking these things down.
It comes down to client need/requests and what is most important to our users, so please - provide feedback!
This video explains exactly what I wouldn’t want in a tool.
Genome looks awesome, but as soon as (bobo is it?) starts messing around with nodes and code I just thought “that isn’t an easy way to create an ocean”
Perhaps you can have either a cut down specific version of Genome for ocean generation - or a bunch of presets.
Since you basically want to be gunning for Dreamscape, which is one of the most infuriating pieces of software ever written, I suggest the former.
For your question about the “Whitecaps mask” texture map, is it that mental ray giving you an error, or are you just not seeing any foam? Does it render in Scanline?
For my tests, I was able to get some reasonable looking whitecap foam values. The feedback from the forms was that it was really tricky to get it looking good. At this point we aren’t actively developing it, but there are a few changes I would like to make to improve the look. Basically, in order for it to create any “foam”, the tips of the waves must fold in on themselves slightly. There is a lot of discussion about it here: viewtopic.php?f=81&t=5795 . Additionally, the Bermuda user guide (under “Additional Help” in 3dsmax) has a decent explanation on how to get started with the whitecaps mask.
For the normal map problem, I responded here: viewtopic.php?f=81&t=7953 . Hopefully we can get it sorted out.