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ilay
01-12-2013, 08:53 AM
Hello to all

Manuel(aka valkaari) made this port for c4d

Check developer blog for news > http://www.valkaari.com/?cat=40

Plug-in for windows and mac OSs : http://valkaari.com/forum/hot4d/hot4d_alpha.zip
And special kit of dlls in root of c4d(unpack it in dir with executables): http://valkaari.com/forum/hot4d/fftwdll.zip

Shading of ocean: terrain mask shader, simbionts, stacx... and if renderman - i use air(OceanSurface/WithForm shader), http://sitexgraphics.com/blog/?p=103

Source from frenchcinema4d.fr (http://frenchcinema4d.fr/showthread.php?75856-Hot4d-_alpha)

P.S. Valkaari, i'm sorry that post it at this forum, i think need more beta-testers.

spedler
01-12-2013, 10:09 AM
Great to see this ported to Cinema. It works pretty well, gives a nice animated ocean. I must dig out my copy of Add-the-Sea and compare the two, though ATS is getting a bit old now.

bonsak
01-12-2013, 02:56 PM
This is great! Thanks.

Cheers
Bonsak

JoelOtron
01-12-2013, 03:49 PM
Thanks for sharing.

ilay
01-12-2013, 04:06 PM
Manuel, I'm sorry, i miss that warning:
Pour le moment, merci de ne pas diffuser sur les autres forums cette information (je le ferais moi même quand j'aurais intégré les fichiers de licences aux fichiers zip, et remis un peu d'ordre dans les fichiers sources pour les diffuser)
(if somebody doesn't understand, use any translating engine from French)

Only thinking about increasing of beta-testers.
Again, sorry

Katachi
01-12-2013, 05:05 PM
Manuel, I'm sorry, i miss that warning:
Pour le moment, merci de ne pas diffuser sur les autres forums cette information (je le ferais moi même quand j'aurais intégré les fichiers de licences aux fichiers zip, et remis un peu d'ordre dans les fichiers sources pour les diffuser)
(if somebody doesn't understand, use any translating engine from French)

Only thinking about increasing of beta-testers.
Again, sorry

Translation for convenience :)

Thanks for currently not distributing this information in other forums (I will do this myself once I have integrated the license files into the zip archive and ordered the source files a bit for distribution)

Still, good to see this ported.

valkaari
01-12-2013, 05:25 PM
No problem, i was waiting a bit because i'm not sure i'm following the good path with this.
i should create a deformer instead of a generator.

I'm also working on a shader for this, but right now it's not working.

For those that don't speak french, i've created a category on my blog about HOT4D.

http://www.valkaari.com/?cat=40

If you got some questions of course, feel free to ask.

Sources will be distributed but right now, it's just a mess T.T

imashination
01-12-2013, 07:07 PM
Looks nice. You might find neither an object generator nor deformer are needed. If its well implemented as a material for displacements, remember using the displace deformer with the emulation box checked will allow the deformed mash to show up in the editor.

paulmara
01-13-2013, 09:02 AM
works only on 64bit?

Lothar1952
01-13-2013, 10:09 AM
Looks nice. You might find neither an object generator nor deformer are needed. If its well implemented as a material for displacements, remember using the displace deformer with the emulation box checked will allow the deformed mash to show up in the editor.

but how to interact with other objects then ? I think real geometry is desirable as well ...

ilay
01-13-2013, 11:58 AM
works only on 64bit?
Yes, author of hot recommends it for memory management and recent libs were compiled at x64.
(As i understand Scott Iverson from SiTex Graphics adopted air shaders to handle x86 environment by 32-bit seawave dso/lib)

deepshade
01-13-2013, 12:25 PM
Wow - realistic looking ocean surface, right inside C4D. Looking forward to seeing how this one develops. Great job!.

imashination
01-13-2013, 12:58 PM
but how to interact with other objects then ? I think real geometry is desirable as well ...

How do you mean? the displace deformer creates real geometry, just like all the other deformers do.

Add a plane
Create a material and apply it to the plane, then add a noise shader into the displacement channel
Add a displace deformer, apply it to the plane and enable the emulation checkbox.

You should now have the shader creating real geometry in the editor. If it saves a lot of time, then really only the shader needs to be made. Unless the wave system is to be expanded and include curling waves, then theres nothing much to gain.

Lothar1952
01-13-2013, 01:33 PM
How do you mean? the displace deformer creates real geometry, just like all the other deformers do.



you are right - didn´t read thoroughly enough. This way thought you would like a shader to use in displace channel of a material. Displace deformer with a shader works of course and I can access points of the deformed geometry to attach objects to. But wonder if it is faster than a coded deformer doing this intermediate step...

EricM
01-13-2013, 04:56 PM
A deformer would certainly be a good option, as you can then mix it with local simulation for instance for a splash.

valkaari
01-13-2013, 07:09 PM
A shader could be a good option, that's why i'm also following this path. Why not having both options ?

The shader must be a vector displacement map. But a vector displacement map that work with cinema4d's render engine will not work with vray.(except if you use the displacer)
Really not a big deal to add options to switch channels. But a tangent map will not work on version pre-R14.

One argument for the geometry object is that it could be able to subdivide geometry where it need to. Something like paul's tool --> http://cinemaplugins.com/offerings/adaptive-subdivider/

So we could have a plane, with adaptive subdivider and HOT below. That could be cool.


About 64bits, i wonder if there's a lot of people still working on 32bits version of cinema4D or 32bits OS ?

PhoenixCG
01-13-2013, 08:17 PM
This is unbelievable, thank you very much!

ahven
01-14-2013, 06:39 AM
thanks for new developments Valkaari. Xplode plugin is really useful already. :-)

paulmara
01-14-2013, 10:00 AM
About 64bits, i wonder if there's a lot of people still working on 32bits version of cinema4D or 32bits OS ?[/QUOTE]

Hi Valkaari,
yes,I know many freelance graphic designers that still works on 32bit. I hope you consider to do also
a 32bit version of Hot4d

lllab
01-14-2013, 10:16 AM
i will test if works with vray (it is no vector displ it seems)

cheers
Stefan

avgas
01-14-2013, 11:01 AM
I daresay this will seem regressive but are there any plans to make it compatible with R13?

valkaari
01-16-2013, 04:22 PM
thanks for the kind words.

I've updated the plug-in. It's now a deformer and it is compatible with R12 and newer. (but still only 64bits)

more informations can be found here (http://www.valkaari.com/?p=621)

edit :
the vertex map is not refreshed properly at the start of animation. I'll try to fix it.

ukg
01-17-2013, 07:41 AM
this is awesome, thank you!

deepshade
01-17-2013, 09:02 AM
Thanks for continued work

51M0N
01-17-2013, 09:09 AM
Great work, waves were something missing from C4D, thank you.

ChrisCousins
01-17-2013, 11:31 AM
Extremely useful! Thanks for sharing this work.

Jops
01-17-2013, 01:41 PM
thanks a lot... this is great!

I konw, that wishes for free plugins are problematic. and as this plug is great as it is! I really do hard to post one wish here, but it could be super usefull to have a shader for displacement and even cooler for normalmapping... just a idea.

anyway thanks a lot!!!
Jops

deepshade
01-17-2013, 01:48 PM
thanks a lot... this is great!

I konw, that wishes for free plugins are problematic. and as this plug is great as it is! I really do hard to post one wish here, but it could be super usefull to have a shader for displacement and even cooler for normalmapping... just a idea.

anyway thanks a lot!!!
Jops

Feel bad for posting after all that hard work was put online for free

+1 to the above

EricM
01-17-2013, 02:02 PM
Thanks a lot Valkaari.. it looks very nice.

Thanks for your efforts.

JoelOtron
01-17-2013, 04:42 PM
valkaari---Brilliant! Just Brilliant.
Integrating vertex maps was a stroke of genius. So much you can do.

joshfilms
01-17-2013, 09:31 PM
Really fantastic work!!

TimC
01-18-2013, 01:24 AM
This is awesome, thanks for all your work so far.

Tim

JoelOtron
01-18-2013, 03:10 PM
My first try--lots of fun. Textures and lighting need work and haven't delved deep enough into what can be done with particles yet (particle spray not behaving as I'd like it to)--but overall motion is very authentic. Thanks again for this nice plugin

https://vimeo.com/57683099

(and just to clarify--as I've already gotten some grief for it, when I say the motion os very authentic, I am referring to what the plugin produces, not neccasarily my example)

avgas
01-18-2013, 09:47 PM
Thank you so much for this.

Kevron
01-18-2013, 10:21 PM
Thank you for your contribution, you're a good man :)

Decade
01-18-2013, 10:55 PM
What a cool plugin, thanks for your hard work !

LukeLetellier
01-19-2013, 04:41 PM
I've been having some stability issues with 0.21 on R13; about 4 crashes in the last hour - several times when I've shift the deformer from one object to another.

It looks really cool though - can't wait to see more developments.

deepshade
01-19-2013, 05:47 PM
If you move the vertex map it will definitely crash

Still a fantastic bit of work though

LukeLetellier
01-19-2013, 06:36 PM
If you move the vertex map it will definitely crash



Oh, geez...how did I miss that. :shrug:

Thanks.

naldeau
01-20-2013, 07:42 PM
[QUOTE=JoelOtron]My first try--lots of fun. Textures and lighting need work and haven't delved deep enough into what can be done with particles yet (particle spray not behaving as I'd like it to)--but overall motion is very authentic. Thanks again for this nice plugin

Thanks very much Valkaari, really cool plug in. I agree it is fun Joel. Could you (or Valkaari or anyone) share some tips about how you approached adding the particle spray? I got a really interesting wave look but wasn't sure how to approach adding spray or additional white foam on the crests or high-light points.

here's an initial test:https://www.dropbox.com/s/1l90tpaq651zuoj/Hotwave%20test_002clr.mov

valkaari
01-21-2013, 03:04 PM
A new version is available here (http://www.valkaari.com/?cat=40)
If you move hot4d from object to object with a vertex map attached, it should not crash now.
You can use the restriction tag.
I've activated the shader. It create a vertor displacement map in both tangent and world space. (tangent space is only for the R14)

The value for the shader are quiet strange. The same value don't produce the same look than the deformer. Use it with caution, it's not quiet stable. That's why it's still alpha :)

How it work ?

You need to create 2 vertex map now. One (jminus) will receive the values of the jacobian.
The other one (foam map) will be update like this :
frame 0 --> all point receive 0
Each frame, for each points, the jminus map values will be added if they are over the "jacob-threshold".
Each frame, i'll remove the "foam threshold" value.

That make the foam to "vanish" slowly.
You can use the foam vertex map in your shaders.
an render example. As you can see, the effect need some frame to render.

http://vimeo.com/57845576

51M0N
01-21-2013, 04:07 PM
Thanks Valkaari,

there is a shader now! This is just getting better and better. Awesome work, thank you :applause:

Jops
01-21-2013, 06:00 PM
LOVE! :love:

dhulse
01-21-2013, 07:24 PM
Any chance of getting the scene file for that?

This is very nice. Thank you for your efforts!

Dan H.


A new version is available here (http://www.valkaari.com/?cat=40)
If you move hot4d from object to object with a vertex map attached, it should not crash now.
You can use the restriction tag.
I've activated the shader. It create a vertor displacement map in both tangent and world space. (tangent space is only for the R14)

The value for the shader are quiet strange. The same value don't produce the same look than the deformer. Use it with caution, it's not quiet stable. That's why it's still alpha :)

How it work ?

You need to create 2 vertex map now. One (jminus) will receive the values of the jacobian.
The other one (foam map) will be update like this :
frame 0 --> all point receive 0
Each frame, for each points, the jminus map values will be added if they are over the "jacob-threshold".
Each frame, i'll remove the "foam threshold" value.

That make the foam to "vanish" slowly.
You can use the foam vertex map in your shaders.
an render example. As you can see, the effect need some frame to render.

http://vimeo.com/57845576

valkaari
01-21-2013, 07:34 PM
This is the file i've created for the render above.
I just created a bit of particles in a not efficient way. Just playing a bit with the tool T.T

http://www.valkaari.com/forum/hot4d/ocean_foam.c4d.zip

spaceac
01-21-2013, 09:10 PM
I just want to say thank you. Nice plugin :)

deepshade
01-22-2013, 10:07 AM
This is turning into something quite exceptional and needs support.

Don't have a use for it right now - but have made a small donation.

atb

Paul T

useruser
01-22-2013, 11:50 AM
great plugin!
thank you very much!

bunk
01-22-2013, 12:08 PM
Worth every penny! Thanks.

Katachi
01-23-2013, 02:44 PM
Valkaari,

I noticed that your deformer does not correctly work when the original polygon object has a normals tag on it. It would be great if it could consider and transform them accordingly.

AdamT
01-23-2013, 05:59 PM
This is very cool but is there any way to scale it for a bigger ocean? I notice that it tiles if you set the size other than the plane size, and there doesn't apppear to be a noise scale parameter.

valkaari
01-23-2013, 10:19 PM
The algorithm create a texture at a certain resolution and size. It's not really design to create a very large surface. I think the idea behind HOT is to create a "small" surface and integrate it with some compositing. I'm going to look for a solution.

Samir, about the normal tag, if i import an obj and use a formula deformer, the normal tag isn't updated neither. Do you have an example where it could be useful ? (i'm not against the idea, it's just to understand)

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