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  • Swimming pool

    here is a quickly put together tutorial.
    http://www.elfpro3d.com/Swimming/swimming.html

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  • #2
    good tutorial elf.
    ____________________________________

    "Sometimes life leaves a hundred dollar bill on your dresser, and you don't realize until later that it's because it fu**ed you."

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    • #3
      very cool. thanks!!
      Chris
      The Revitlution

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      • #4
        Great job

        --Jon

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        • #5
          That's awesome! Thanks!

          Also, if you guys need/want to generate your own caustics, then I found this cool little app to help you out:

          http://www.lysator.liu.se/~kand/caustics/
          LunarStudio Architectural Renderings
          HDRSource HDR & sIBL Libraries
          Lunarlog - LunarStudio and HDRSource Blog

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          • #6
            cool...what i would like is a max file with the finished pool, because i'm lazy.
            Marc Lorenz
            ___ ___ ___ ___ ___ ___ ___ ___ ___ ___ ___ ___
            www.marclorenz.com
            www.facebook.com/marclorenzvisualization

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            • #7
              I need some help here.

              I started going through the tutorial, but I've never used Gradient mapping like this before.
              My problem is I cant get it to fill the shaded area cleanly.
              See the attached images



              When I adjust the location of the gradient it goes too far the other way



              I'v tried just about everything I can think of but as you can see from the second image,when I move the slider too far, I get a strange sphere effect.It almost looks like a mapping issue, but I don't think it could be.

              Any ideas?

              thx
              Bret

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              • #8
                make sure there is a softer edge to those two inbetween points it should soften up that circle your getting, my 1st attempts were with falloff using light/shadow but it didnt give me as much control as the gradient ramp was giving me.

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                • #9
                  I turned the softness of to exagerate what I was talking about. But I think I have it pretty close.
                  My water material needs work though. Can you point me to the material converter. I remember seng that posted not too long ago but I cant find it now. BTW why are converting the EGZ glass material?
                  Bret

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                  • #10
                    Doh!
                    I think I figured out why you convert to a Vray mat.
                    I just went to add a bump map to EGZ glass mat.

                    Does anyone have the link to the material converter?
                    Bret

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                    • #11
                      BBullo:
                      There isnt a script, you just type in the script your self into the maxscript window. Just make sure you change the number of your material if yours doesnt happen to be 3 like Da_Elf's

                      Hey Great tut Da_Elf, really good idea

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                      • #12
                        thanks guys. i guess it was about time i sat down and wrote that. i had mentioned i would do a tut a while back since i 1st this image
                        http://www.elfpro3d.com/bigcnet.jpg

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                        • #13
                          maybe you could also use a map to project the caustics from the lightsource thats excluding everthing but the pool.
                          Reflect, repent and reboot.
                          Order shall return.

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                          • #14
                            Hi Elf!

                            Really nice tutorial, but I think you have to post your light settings, because they play a big role where the caustics map will display (because of the gradient ramp map - when it is set to lighting, it is dependable on the light).
                            Best Regards,
                            Tisho

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                            • #15
                              that could work too. however you wouldnt have the control to be able to stop the caustics from going above water. as a material effect you get better control. also...and i point to BBulos problem. the reason he was getting that area was because (and i had to fight with this too.) the falloff map and gradient map take the total amount of light and shadow into account. meaning that its not just from the direct light but also from skylight. which if there is a tiiiiny bit of caustics bled into the shadow area it wouldnt be so bad in my oppinion.

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