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. We are hoping to open a third round of funding, but are focusing now on finishing the current features that have been implemented.
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    
 

The Details

What are the exact details of this development project?

Because of the enthusiasm and support of the blender community, this project has developed into a multi-phase development effort.

Phase 1 - The first phase was just to bring the old Ocean Sim tools into a Blender 2.5 branch.  The original quote was approximately $350, however it took a little extra time due to the new issue of multithreading in Blender 2.5

Phase 2 - In this phase, we focused on ways to improve the tool, specifically by creating an Ocean Modifier, and also decoupling the Ocean code for easier re-use with other future tools such as the nodetree system. Early work is also being done on improving the foam generation abilities using masking and materials.

How much does this cost?

Estimating the development cost was eaiser at the beginning due to the modest goal of port the original Ocean Sim tool. However as more financial support has come in, we have set our sites higher for adding new features. With this comes more experimentation and r+d to figure out how to deliver better effects, such as foam generation. We will be applying whatever funds are donated towards achieving as much as we can in a responsible and efficient manner.

What are the deliverables?

The final deliverables from this proejct will include posting the source code for the 2.5 branch to the Blender Projects repository, as well as posting various OS version of the build to GraphicAll.org.

Will there be any differences between the
original Ocean Sim and the new one?

Originally, the only difference was  the FFTW library dependency used. It is faster, and easier to use the current library included with 2.5 (used for the smoke sim). This is a double precision library as opposed to the single precision library used in the original Ocean Sim. The trade-off is a doubling of RAM usage. I feel this trade-off is fair considering the reduction in cost for development.

Now that we have moved into Phase 2, there are other differences, including support for multithreading using OpenMP, decoupling of ocean code, and the ability of the Ocean Texture to generate a Foam mask.

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