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Pretty nice script. I just ran a test on it in Max 8, tiling the mesh and applying the ocean shader I built for the work I'm doing on my drilling platform. I haven't tried an animation yet, so no telling how obvious the tiling will be with the waves. Here's my result:
I agree about the transparency. The problem is that when I add depth to the ocean mesh it messes everything up. I'm not sure how I'll be able to give the ocean mass.
I threw in a teapot to see what it looks like and the refractions look nice, but since there's no depth, you can't see any of the teapot that's below the water level.
I still want to run an animation, but it takes a bit to render it out. I'll try doing that tonight. I also still don't know a good solution for adding depth to the water so that objects will show up below the surface. Any thoughts?
flavrsaver:
That water is looking pretty good dude... care to share
As for the water depth look, refraction..glossies.. fog.. a touch of those should give you what you want.
Perhaps you could upload that max file and we could have a try at getting some nice depth feel?
Thanks DaForce. The file is on my computer at work, so I'll upload it in the morning. I would appreciate any help or improvements to my file that you or anyone else could give. What I like about this plugin is that it gives some irregularity and more realism to the wave structures and that combined with some smoke maps (which I'm using as a bump), creates a more fluid result. Plus, no displacement going on, so that helps with rendertimes.
I hope to also have the animation that I set to render when I left work today ready to post in the morning. Should be interesting to see if the tiling is noticeable.
Yep. I used the array tool to made a grid of instances. Since I wasn't able to figure out the exact dimensions of the ocean mesh, I had to guess on how much to offset each instance, but I think I got them to line up pretty good.
ah ok cool. thats what I thought you would have done.
Should be ok i think, you could always add some more randomness with a big noise mod applied to all the mesh to get some big swells happening, althought that might well look a little strange.
I too have been playing. Here's a quick animation I came up with. I created an animated displacement map and used vray displacement on an ordinary plane in a new scene with vray sun/sky timelapse. In the scene where I rendered the displacement maps, I tiled the ocean 4x4, I found that it measures 800x800. Tiling is noticiable but I still like the results, takes some careful cropping to get the disp map tile seamlessly. I rendered to a sequence of exr's @ 2000x2000 pix to get good detail. Flavrsaver I like the stormy look, can you share your settings? I can't get that many ripples without cranking up the subd until my machine crashes. Also maybe it's a limitation of Viz but after I add a smooth mod to the ocean, it no longer renders animated. Part of why I used the displacement method where I could blur the displacement map a little and smooth out the facets. My water material definitly needs some work.
4GB!!!! damn thats big!!!! hehee kidding. just pointing out your typo
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Here's a link to my scene: Ocean Scene The zip also includes a sky dome image that is what's giving my ocean it's color. I'd be up for any suggestions on how to make this scene look better.
My animation didn't look good at all. I need to work on that some more. I like the one you posted powerandrubber. Maybe we can compare our settings? My ocean is set to 8 subdivisions and the rest of the ripples are handled by the bump map in my ocean material. I didn't put a smooth modifier on mine because it slowed things down and I found that my bump was hiding the facets in the ocean mesh. That plus the higher subdivision setting helped things out.
DaForce, I'll have to adjust some settings to get the depth look. I'll be checking this thread throughout the day, but won't be able to do anything until tomorrow.
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