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  • Phoenix Ocean map

    Hi there guys and Phoenix team!

    Is there anyway to bake the Phoenix Ocean map to a 16 bits tiff for example? The non vector mode is fine(black and white). I have tried to render it from 3ds max as "render to texture" as one would do with a procedural but it doesn't work. I hope there is a way to do this.

    Thank you!

  • #2
    Try to render it in the usual way - with parallel camera over a plane. But the texture is not repeatable, and you need some blending on the borders to make it useable
    ______________________________________________
    VRScans developer

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    • #3
      Hi there! Thanks for getting back. Sadly that doesn't work, I tried it and it renders it incorrectly, only some white spots on a black background. No matter how I adjust exposure or any parameters it doesn't work. I did try octane-s procedural to texture map and it seems to be working. Some black spots here and there, but those are fixable by adjusting the height offset I hope. This ocean map is really great by the way.

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      • #4
        Hello, can you tell me what your setup for the rendering is?
        I rendered the OceanTex locally both using "Render to Texture -> DiffuseMap" and "Ortho camera over a plane with the texture mapped" and had no issues. I used the scanline renderer with no further color adjustments.

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        • #5
          Originally posted by flaviuscristea View Post
          only some white spots on a black background.
          As i remember the texture is automatically adjusted to the scene scale, and in the most cases this would produce values bigger than 1. Can't remember if the texture is zero based or negative values are also present, most probably should be positive , but first try to set proper scale in the output rollout to fit it in the range 0-1
          ______________________________________________
          VRScans developer

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          • #6
            Hi there all,
            Thanks for replying. Yeah, indeed there was probably something off with the scene scale. I had to play with the wave height and vertical offset to get the correct depth.
            Thanks again!

            P.S.- Congrats on this damn map guys, it's by far the most realistic one I've used and apparently there's no competition for it hehe

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