Save the Ocean Sim!

a Fundraising Drive to move the Ocean Sim to a Blender 2.5 branch

Please note: Funding is now closed for Phases 1 and 2 of this project.
Donation amounts include
combined value of cash and services provided.

Platinum Sponsors ($200+)

Todd McIntosh (STOS Organizer)reignoffury.com kajimba.com James Nealekajimba.com blendercookie.comJonathan Williamsonblendercookie.com

 

Gold Sponsors ($75+)

Kai Kostackkaikostack.com   Jacopo
Tassinari
Andrew Priceblenderguru.com   GraphicAll.orgGraphicAll.org
Aaron Kammerer blenderrenders.com   Martin Lubichloramel.net
Claudio Andaur licuadorastudio.com   Jason van Gumster handturkeystudios.com
 

 

Sponsors

Clemens Rudolph   George Wieser
Andrea Ferroni   Murat Eğretli
Attila Toth   Woodpiper eStore
Carlos Sanchez
Padial
  Julio Iglesias
Lopez
Francesco Visani   Hannu Hoffrén
Benjamin Hubel   Michel Vilain
Fredrik Jancke   Glenn Melenhorst
Alexander Glawion   Moolah Nasreddin
Andrew Enyart   Trevor Beach
Kalen Johnson   Ikemefuna Okafor
Joris Nivelle   Ahmad Al-Awadi
Sebastian König   Andrei Lukkonen
James Dollisson   Robin De Roubaix
Alexander
Gustafson
  James Fraser
Macdonald
Mariusz Bułkowski   Manu Järvinen
Mark Bieber   Nico Gressmann
Morten Eckersberg   Leandro Paganelli
Mathieu Quiblier   GmonE!
Michał Krupa   John Gentzel
Dalibor Kalna   Owin Wight
Bilal Nemer   Charley Williams
Brandon Egolf   Alexander Williams
Christian Leon Christensen   Antonio Miguel Rodriguez Castillo
Cedric Joseph   Juan Guzzy
Rogério Perdiz   Olivier Rousset
Chris Rydalch   Herbert Koehn
Troy Sobotka   Jef Jansen
David Neumair   Heinrich Hink
Markus Kösters   Trym Hjermstad
Timothy Downs   Lincoln Sant'Anna
Andrew Jackson   Gustavo Pabon
Markus Händel   Paul Donaghy
Wayne Burns   Roland Doerffer
Angelo Tartanian   Nicolas Morenas
Francisco Javier Jimenez Jacome    Architectenburo Domus
Winthrop Brookhouse   Gary Strength
Kristijonas Vaicekauskas    Gines Navarro Fernandez
Douglas Beaton   Andrew Anderson
Dan-Roger
Silden
   Erick Alejandro
Parra Vásquez
Thomas Trocha   Matt Lind
Maren März   Yu Shan Aiken Au
Chris Campbell   James Linfoot
Daniel Rentzsch   Pracoyo D
Richard Sierra   Konrad Naumann
Martin Ahammer   Jérôme Scaillet
Dennis Holzborn   Adam Falldorf
Thomas Sørensen   I. Veenstra
Genghis De la
Borbolla Del Valle
  Alexandre
De Oliveira
Peter Haigh   Geert Dijkstra
Nicholas Stevenson   Manuel Albert
Joonas Melin   Kolja Lauterbach
Vance Bowman Jr   Chris Figueroa
Omer Khan   Alberto Giorgi
Juan Pablo
Amorocho
  Ubozhenko
Aleksey
Ryan Williams   Ben Smith
Ivica Nazlija
-Ajdukovic
  Kevin Weir
Ejner Fergo    
 

Questions about the Ocean Sim tool

What is the Ocean Sim?

The Ocean Sim is essentially a custom procedural texture developed for Blender 2.4x for use during the production of the Lighthouse (2008) short film by Promotion Studios (now Red Cartel Studios). The code for the texture was based on the Houdini Ocean Toolkit codebase, and Promotion Studios paid a developer (Hamed Zaghaghi) to port the code over to a Blender 2.4x branch for use on their production.

Matt Ebb, who is also a prominent Blender developer, was working at Promotion Studios at the time and assisted on the integration of this custom tool into a Blender 2.4x branch for use in the studio. Following the end of production on Lighthouse, Matt and Promotion graciously released this 2.4x branch to the community for free usage. A number of various Blender 2.4x versions were compiled for Linux, and Windows with the Ocean Sim patch applied, and were made available on Graphicall.org. The Ocean Sim patch did receive a small amount of attention from Blender developers, but it never made it to trunk, and development trailed off over a year ago (see patch history - registration required to view).

 

Why is it useful?

It is useful because it generates a procedural noise pattern used for the ocean mesh heightmap that cannot be duplicated with any standard Blender procedural texture.

More specifically it uses the FFT (Fast Fourier Transform) algorithm to calculate the various wave frequencies (as mentioned by Jerry Tessendoorf's white paper on ocean simulation.)

Who created it?

The original code came from the Houdini Ocean Toolkit codebase that was released as opensource. The Blender version was created by Hamed Zaghaghi under contract to Promotion Studio with integration assistance by Matt Ebb.

Why did it not already make it to trunk in Blender 2.4x, and why is it not already in Blender 2.5?

The reason for this is not completely clear to me, however there seems to have never been enough of a response from the blender community to make it a priority.

Is this the best solution for creating oceans with Blender?

No, probably not, but it is the best ocean tool that Blender has had to date. The time and effort required to make something better is quite large, and also rather unknown, so it's hard to put a dollar figure on it. The simple fact is that this is a useful tool that we lost access to because of the 2.4 to 2.5 codebase conversion for Blender.

Site design by Resonance Media + Design. Credit: Background Ocean Image by Kai Kostack (using 2.4x Ocean Sim)