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  • V-ray 3.6 ocean water again

    Hello,

    I've been trying to apply lots of different ocean water materials to an infinite plane.
    Obviously some others have (had?) the same problem.
    I have played with all parameters, texture mapping, bump map tile, bump map repeat and many more. All on positive and negative scales.
    Model is in Millimeters, the preset "Waves_A_01_200cm" is obviously for cm scale, but that alone is not the problem.
    Can get the waves visible with that material, but the scale is far to small, See attached screenshot.

    There is a youtube video for grass with an self created generic material.
    The grass has UVW manipulators there. If I put my available bump maps of water there, I get no UVW option.
    The 2D UV-channel offered with the bump maps does not scale the material to an infinite plane.

    Can you please publish a way to work it out?
    Thank you.
    Last edited by Merdead; 25-08-2018, 07:29 AM.

  • #2
    Hi, (EDITED)

    I share your frustration.
    The sample materials supplied and the naming of the sample materials is somewhat misleading. For example 'Waves_A_01_200cm', what does the 200 stands for, 200cm wave height? 200cm tile size? In any case, the units of your scene are critical for the material to display correctly.
    I agree that some good tutorials for all methods are very much needed in the documentation specially when it comes to the relationship with the scene units. I've learned it over the years with trial and error an pulling my hair in many occasions. Not the preferred method specially for beginners.

    BTW remember that if you are using an infinite plane you can only use bump mapping and not displacement.

    Procedural noise method:

    Unfortunately the procedural noise samples (Waves Proc 01 and 02) won't work with mm because it uses 'Noise A' and the parameters don't have a sufficiently large range, for example you need a much larger Amplitude and it only goes to 20 (you need 800-1000). I raised this issue a long time ago when Vray 3 was still in beta and it has not been resolved yet so it makes it impossible to create ocean water in mm or even inches with these procedural sample materials.
    However you can get some results changing the noise to 'Noise B':

    - Start with 'Waves Proc 01 or 02"
    - Change amount to 300 (you can adjust it later)
    - Click on the map swatch
    - Change the noise in the bump to 'Noise B' (choose it from the 3D textures library)
    - Change type to 'Regular' or 'Turbulence'
    - Size 80
    - Turn on 'Use 3d Mapping' further down.

    That should give you a start from where you can adjust the parameters to your taste.


    For bitmap generated waves try this

    - Start with 'Waves_A_01_200cm" sample material. This material uses a noise texture bitmap to create the wave pattern.
    - Go to the bump parameter of the material and increase the amount to say 150 or more depending on how strong you want the waves.
    - Leave the surface mapping in rhino to the default.
    - Click on the texture slot to open the bitmap parameters.
    - Under 'Texture Placement' play with the 'Repeat UV' value to make the wave pattern bigger or smaller. Start with say 0.1 in both directions U/V (you can lock the aspect ratio with the chainlink symbol).

    This should give you a decent ocean water look for a large ship scene.
    You can replace the seamless bitmap used for the bump mapping with other images. Below I've attached a few that I use.


    Using the 'Water' procedural texture:

    Start as above with a black diffuse and 95% reflection
    - Bump amount 300
    - Choose 'Water' in the 2D texture library
    - Click on the texture swatch
    - Leave height multiplier to 1. You can scale everything later with this patameter.
    - Resolution 1024
    - Patch size 5000
    - Seed: any value
    - Wind magnitude 200. The larger the bigger the waves.
    - Under 'Texture placement' change both Repeat U/V to 0.1
    Hover the mouse on the parameter names to see what they do.


    Some good tutorials for all methods are very much needed in the documentation specially when it comes to the relationship with the scene units. I've learned over the years with trial and error an pulling my hair. Not the preferred method specially for beginners.

    Using Displacement:

    The methods above can be applied to the displacement texture swatch as well.
    One disadvantage of using bump maps over displacement is that when you are close to the objects (a ship for example), the water will look flat because as you probably know, no geometry is modified. While bump maps render fast and use little memory, to create convincing ocean water around a boat you need to use displacement specially when creating ship wake and bow generated waves.
    To create wake and Kelvin patterns around the moving vessel you can combine several maps in one material and apply them to a large mesh with various mapping channels combining transparency, bump and displacement.
    You can find many examples here


    Click image for larger version  Name:	water-displacement-texture.jpg Views:	1 Size:	131.0 KB ID:	1008513Click image for larger version  Name:	Ocean noise.jpg Views:	1 Size:	237.2 KB ID:	1008514Click image for larger version  Name:	IO_HM_depth03.jpg Views:	1 Size:	335.2 KB ID:	1008515
    Last edited by palosanto; 26-08-2018, 12:34 PM.
    www.marinevisuals.com
    3D Visualization for the Marine Industry

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    • #3
      Hello Palosanto,

      thank you your help. Didn't recognize it first as helpful as the notification showed only "I share your frustration" and the next sentence.
      I will try now and let know later.

      Comment


      • #4
        Hello Palosanto,

        I already noticed the the water around the ship is flat - that's not nice.
        How do you use displacement then without an infinite plane? Creating a very large circular plane?

        Thank you again for your effort on writing this long tutorial.

        Comment


        • #5
          Originally posted by Merdead View Post
          Hello Palosanto,

          I already noticed the the water around the ship is flat - that's not nice.
          How do you use displacement then without an infinite plane? Creating a very large circular plane?

          Thank you again for your effort on writing this long tutorial.
          That requires a quite different approach if you are to show bow foam and a wake with Kelvin pattern. I use several methods. Here is one of them:
          1.- For the general surface waves you can apply the same methods described earlier but on a large circular or rectangular with round corners mesh (about 2x2 km diameter is enough) instead of an infinite plane. You cannot use an infinite plane because you want to apply displacement in step 3..
          If you want to show only the ship at close range sitting in water without foam or wake described below, use the previous methods but using the displacement slot instead of the bump. This will show some small waves around the ship.
          2.- For the foam on the bow, ship sides and wake, one way to do it is applying a transparency mask to a white diffuse layer. You can make a mask modifying an aerial photo in Photoshop (see attached sample).
          3.- For the Kelvin pattern use displacement with a map simulating the repeating V shaped pattern on a different mapping channel. This will give you a wavy pattern also at the ship's waterline and will replace the 'flat' water effect created when using only the bump map. See example
          I hope this helps.

          Click image for larger version  Name:	Wake1.jpg Views:	1 Size:	74.3 KB ID:	1009162
          Last edited by palosanto; 30-08-2018, 01:57 PM.
          www.marinevisuals.com
          3D Visualization for the Marine Industry

          Comment


          • #6
            Thank you guys for this helpful topic!
            I also have another question that you might be able to help me with.
            I'm creating an animation with Bongo and I'm trying to have animated waves in the scene... I can't find a solution...
            Is there anyone with experience in this?

            Cheers

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