Gerstner Waves in ICE

August 21st, 2008 by Patrick Boucher - Viewed 15592 times -




Here is me playing around with Gerstner waves in XSI’s ICE.

For about the past five years I’ve been doing pipeline stuff. ICE has gotten me yearning for production work again.

13 Responses to “Gerstner Waves in ICE”

  1. Francesco says:

    Very nice work Patrick.

  2. Steven Caron says:

    dude i suck… i have been trying my damnedest to get this working! you gotta share this compound!

  3. Thiago says:

    Very nice Patrick!

    Could you post a video of this simulation over a grid with more resolution?
    I’m looking to get the clean pattern that this algorithm makes, I’m not used to Gerstner algorithm.
    http://www-viz.tamu.edu/students/jd/658/T_algorithms.html

  4. wilhelm says:

    looks very impressive.
    all the tiny waves, are they also gertsner waves (the sum of different gerstner waves), or are they made with a turbulance node?
    the next step would be to have obstacle objects on the surface…
    greets

  5. Splin says:

    Very impressive indeed but the idea behind this post remains unclear to me. Is xsiblog becoming a gallery from now on, instead of being a place for sharing knowledge as it has been?
    More! :)

  6. Vincent says:

    Patrick, we know where you live, share that compound….. please!

  7. Alan Fregtman says:

    You could try combining it with Andreas Felix’s ripple example:
    http://community.softimage.com/downloads.php?do=file&id=159

  8. Nazri Abd Rahim says:

    I agree with Alan, it would be nice too if you can share this compound. Seriously, i had no idea how to do this using ICE. I dont even know wth is Gerstner algorithm!

  9. Yep, i agree, the purpose of this post is not clear.

    This is fantastic implementation, please share this compound in community.softimage.com, lets ice community grow…. or show in a tutorial here, how to do it…

    Congratulations and…
    Thanks in advance!

  10. mike says:

    is there a source code? i beleive it’s done in vertex shader.

  11. @mike No source code (per sé) to be had as it’s not a vertex shader or even an operator (compiled or scripted). It’s an ICE tree in the modeling region.

  12. Nice stuff Patrick. Your one of the guys who really distributed a looooooot to this site here. But for me this was allways a place to learn and find ressources to increase my skills.

    I find it a bit sad that you sell your compounds over xsi-blog without giving some usefull informations about the build of the compound itself (wich is fine because you want to sell it).

    So what I wanted to say is, I think softimage.community is a better place for selling compounds.

    I hope you don’t take this wrong, I just really think this should stay as place for learning ressources, ideas and discussions.

    Nice work, have a great day.

  13. Macha says:

    They aren’t that hard to do. Basically it’s a sine wave going up and down in the y and one going horizontal. The traveling direction comes from a direction vector. Basically y(t) = sin(w*t + omega). You can add a weight (related to ocean depth) to the phase/frequency/height and make it react/refract along islands etc. I’d share my node happily if it wasn’t for an NDA at work but the principles are everywhere on the internet. In fact, you can make pretty nice waves just with sines in the y direction alone.

    Once you made one of those sine wave nodes you just need to sum several of them up into a more complex ocean.