Advertisement

You're blocking ads, which pay for BlenderNation. Read about other ways to support us.

Ocean Sim: First Public Builds Now Available

26

Ocean Sim is a community sponsored development project. A first build was already available for contributors, and now the general public has access to it as well!

Todd writes:

Yes folks, we’ve reached a milestone! We’ve ironed out most of the issues and bugs in the OceanSim Build of Blender 2.56, and are ready to have the wider Blender community have a look at it!

Based on the budget we generated from donations, we’ve reached a feature-complete version of the OceanSim branch. Any further work from Phase1/2 will be bugfixing.

We currently have builds available for Win32/64, Linux32/64, and OSX10.5+ available on our Builds Download page here. There is also a code patch in case you’d like to build your own. New bugs or issues can be reported on our Bug Tracker page.

Check out the features list and download a build!

http://vimeo.com/18911131

About the Author

Avatar image for Bart Veldhuizen
Bart Veldhuizen

I have a LONG history with Blender - I wrote some of the earliest Blender tutorials, worked for Not a Number and helped run the crowdfunding campaign that open sourced Blender (the first one on the internet!). I founded BlenderNation in 2006 and have been editing it every single day since then ;-) I also run the Blender Artists forum and I'm Head of Community at Sketchfab.

26 Comments

  1. would be cool if builds where uploaded to graphicall.org with a flaky server as it is it won't be long before you get hit by a deluge of downloads.

  2. Hey guys, sorry about the server delays. I had purposely turned on connection and bandwidth limiting on my server in order to avoid the dreaded BlenderNation traffic swamping. : ) I've upped the connection/data limits so more people can get on at the same time. Let's see if that works a little better. Cheers.

  3. Disenso Versache on

    Definitely a good project, however I don't look very impress with the results so far. It does not look much different that a mesh with an animated texture. There is a tutorial on how to create oceans in Blender, results are very similar.

    Also only 7 seconds of Video is not enough as a Demo. What about some waves? Or some water splashing the rocks? I am sure you have this is mind, but once you reach to this point you will get more donations.

  4. @Tyrant Monkey,

    I have posted a build on graphicall.org. It's a win32 build. Just look for the one labeled Ocean Sim.

    -Brian

  5. Hi Disenso, thanks for your comment. The video clip above embedded by Bart is not meant to be the ultimate demo of this project. I think you are mostly right that the water displacement in this clip is not far off from what could be done with simple cloud textures and displacement modifiers.

    The true value of the new ocean modifier is the fact that the FFT algorithm generates more realistic wave motion, with multiple levels of wave size and displacement AND the choppy factor allows for horizontal displacement of the waves in order to achieve true sharp peaks on the waves. The video clip above does not really show that off very well. I think Matt was just trying to get some realistic shaders and also to test out the Blender to 3Delight exporter.

    As far as features go, due to budget constraints we were not able to move on to water/object interaction. Thankfully Daniel Salazar (zanqdo) is already working on a Wave Rig that would add this feature. Also, spray effects are currently impossible due to Blender's current inability to handle dynamic particle emission.

    Our work here laid the foundation for ocean effects by allowing artists the ability to get realistic and controllable wave deformation, along with a little extra with the foam mask feature. I think we've accomplished a lot, but people need to know the context of the ocean simulation work, and that there is still more that can be done. Cheers.

  6. Hi jiggles100, currently this is only available in the OceanSim builds we are releasing. We are hoping for future inclusion in the main trunk, but we will have to wait and see. It can't be released as an addon due to the tight integration of the oceansim code (at least to the best of my knowledge).

  7. @tofu it has nothing what so ever to do with bmesh so I don't see how that could happen. stuff like this is developed by separate developers in their own branches.

  8. Christopher Wright on

    Is there a way to get this as an add-on? I want to just have it inside 2.7. Because I don't want more than one blender installed.

Leave A Reply

To add a profile picture to your message, register your email address with Gravatar.com. To protect your email address, create an account on BlenderNation and log in when posting a message.

Advertisement

×