I made some test animation by Bermuda.
So, this is my impression and request about Bermuda.
- It is hard to create good wave traveling animation so that other people say.
- I want a wave model which does not depend on a camera(rectangle style such as Dream Scape sea). Current wave mesh is good for large area such as sea, but it is not suitable for making a partial wave such as pool.
- Mesh cripping area is inappropriate. We can look at an area without mesh easily. I have to adjust with a parameter largely to prevent it.
- Normal map is poor. Current normal map does not feel me effective. I want to adjust that scale and intensity.
- Foam is also poor. I feel that shape, motion and map(may need foam shader??) is unnatural. I think foam of Dreamscape and fR Ocean(it include finalRender) is better than current Bermuda’s. I want foam by particles if possible(may be PRT??). And of course It drifts by a wave. Or drifts node for pFlow and ThinkingParticles.
- Need separate mesh resolution setting for viewpoat and render.
- I want ship trail geneter with foam. DreamScape have this.
Unfortunately I feel that DS is still better than Bermuda now. But I like detailed wave by layerd wave.
I hope grows up soon!!
Thank you for the good feedback. A lot of the items you mentioned are already on our wishlist. In regards to a few of your requests:
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It is hard to create good wave traveling animation so that other people say.
-Yes, it appears that this does need to be looked at. I would like to add different options for wave motion. We talked about it on this thread: viewtopic.php?f=81&t=5129 What do you think of those ideas?
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I want a wave model which does not depend on a camera(rectangle style such as Dream Scape sea). Current wave mesh is good for large area such as sea, but it is not suitable for making a partial wave such as pool.
-This can currently be done. Bermuda waves is a Modifier, so it can go on any mesh, like a Plane. So, you don’t have to use the view-dependent Bermuda Mesh.
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Mesh cripping area is inappropriate. We can look at an area without mesh easily. I have to adjust with a parameter largely to prevent it.
-This can probably be done without using the Bermuda Mesh also. How would you prefer this to work?
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Normal map is poor. Current normal map does not feel me effective. I want to adjust that scale and intensity.
-The normal map currently doesn’t have any options. It just sets the normal. I could potentially put an intensity spinner where you could dial the effect back.
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Foam is also poor. I feel that shape, motion and map(may need foam shader??) is unnatural. I think foam of Dreamscape and fR Ocean(it include finalRender) is better than current Bermuda’s. I want foam by particles if possible(may be PRT??). And of course It drifts by a wave. Or drifts node for pFlow and ThinkingParticles.
-Foam could definitely use some more options, like particle flow integration and different types of foam looks. Were you able to use any of the whitecap masks? Perhaps we can use the masks simply to generate particles. There are a lot of things to explore in regards to foam.
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Need separate mesh resolution setting for viewpoat and render.
-This is on the wish-list. It was mentioned on the forum already, so I think it is important.
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I want ship trail geneter with foam. DreamScape have this.
-We had talked about doing this earlier. We aren’t planning on adding these kind of boat-wake generation just yet, but I think it would also be a cool future feature.
Thanks again for your feedback, it is much appreciated!
-Conrad
As for the particle flow operator, it does not create particles, it moves particles based on object motion. It was added for a previous project where we were seeding particles along a flat surface, then displacing everything using Bermuda.
A particle seeding operator would be what I’d like to add.
As far as thinking particles goes, I have not used that, so I’m unsure what it would take to create integration.