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Drilling Platform - WIP

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  • #46
    I can see that. As for the haze, what would you recommend as the best approach to that? Actually adding haze into the sky map? Adding fog to the scene?

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    • #47
      Sorry, flavrsaver, I didn't check the forum over the weekend. But it looks like you've got it as far as the settings are concerned. The exposure looks spot on. Overall, it looks pretty good to me. Love your water. I'm jealous.

      The only thing you'll have to do now, is to tweak the actual texture to get the clouds to look right. Don't have any advice there, as we never show the horizon in our projects.

      Good luck!

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      • #48
        My latest:



        I'm in the middle of some adjustments to the rig itself. I felt like the details weren't quite right and so I'm moving things around and I'll be adding even more small objects to help with the overall scale.

        I've also opted to exclude the sky from my scene. As I was working on it and getting the camera pass setup for the animation, I realized that I wanted more of an overhead, helicopter style shot. This way I don't have to worry about getting the clouds to look right, the haze on the horizon correct, and I'm not bound to the shape of my ocean plane.

        I'm still interested in knowing a good solution for generating the foam around the legs of the platform. I've played around with creating an animated foam map in After Effects and then using that as a mask on a white VRayMtl to simulate my foam, but I can't seem to figure out how to get that to look right on the displaced ocean so that it matches the movement of the waves. I figured I could apply the same displacement map, but so far my attempts haven't looked right.

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        • #49
          A much better, non-blown out version. Still want to get the water to be a little lighter.

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          • #50
            Try using a falloff in the diffuse of the water material as well as the reflection strength - I found it much easier to match a photo using a manual falloff curve on perpendicular / parallel than to use the fresnel function of the material itself.

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            • #51
              i d say the exposure on the previous image was better...though ur textures would require some darkening and extra atention, like dirt and stuff!
              Nuno de Castro

              www.ene-digital.com
              nuno@ene-digital.com
              00351 917593145

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              • #52
                I'd agree and if anything the textures detail is too large for the scale of the platform - you won't be able to make out much on an object this size so I'd nearly leave the textures off. I'd be more inclined to add some really small parts to give it scale like a few tiny people or a helicopter model to cue people as to how big the platform is.

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                • #53
                  Okay, good points. I'm trying the falloff right now and I think that's going to help.

                  In order to get my textures to be darker with the exposure of the previous image, I'd have to REALLY make them dark. Is that normal?

                  I agree on leaving a lot of the textures off. I'm trying to only use them in places that need them, like the Helicopter pad. I still need to add a lot of tiny parts. I found a good reference photo in a magazine and I noticed that I need to really add some details. That's what I'm trying to work on now.

                  As far as adding specific objects for scale, since this is an animation, adding people is going to be way over my head. I was thinking of either doing a helicopter model or even adding in some birds flying past the camera.

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                  • #54
                    Yeah - either will do - Anything that your average joe can relate to size wise.

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                    • #55
                      Here's the new render with the falloff map. It all just looks a little washed out to me. I do like the color of the ocean better though.

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                      • #56
                        I always throw a very small bit of glossiness on my water. Helps give it some shine. Usually use something in the range of .95.

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                        • #57
                          are you working in max8? and are you using the colorcorrect pluginn?
                          that would help you to get the materials a little less washed out, by using a gamma correction.
                          And yes glossys, not only on your water, would also give it a little extra "life" to it.
                          Nice to see it progress this way, the water looks really good.

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                          • #58
                            I am using Max8 and I'm not using the colorcorrect plugin. Where do I get that?

                            I'm setup with LWF as well. As far as the glossies go, those white dots on the water are the result of the glossiness I've added to the water. Right now that's set at .75. I tried .95 but they basically disappeared and I was also getting some black dots showing up in the distance on my water.

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                            • #59
                              You can get the pluginn here:
                              http://www.cuneytozdas.com/software/.../#ColorCorrect
                              ....also saw that they had a 32bit max 9 version too...

                              For the water you can try the material that I used for my version of your file.
                              It is a vrayblend, where I used your foam map, I guess you can use that animation you made for the foam, would be interesting to see it work.
                              For the foam I increased the contrast of you map though.
                              my mat:
                              http://rapidshare.com/files/3510024/OCEAN.mat.html

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                              • #60
                                Thanks for that! I installed the plugin and tried out your mat. When I hit render it all came out white. Any ideas why?

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