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  • Creating a wet look on an object?

    I've been playing around with the ocean displacement and was wondering how to improve the realism of the hand coming up out of the water. There are two things that I'd like to know if PheonixFD is capable of:

    - A way to make the hand/arm look "wet" either with reflectivity, or water dripping, etc.
    - A way to make the water more real looking where it intersects with the arm.
    - Ad bits of foam to the scene, especially around the arm. I have a trial version of Pheonix nightly that has the foam, but don't have a clear picture of how to use it.

    I've tried playing around with a reflection map, which helps a little bit for the wet look, but it's not really what I was thinking. I'm also playing around with RealFlow's Learning version and have been able to create some splashes, but they don't seem to look very convincing to me. Any other thoughts? Or maybe it can be done with Pheonix?

    Thanks.

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    Last edited by Streetwise; 09-08-2015, 08:33 AM.
    David Anderson
    www.DavidAnderson.tv

    Software:
    Windows 10 Pro
    3ds Max 2024.2.1 Update
    V-Ray GPU 6 Update 2.1


    Hardware:
    Puget Systems
    TRX40 EATX
    AMD Ryzen Threadripper 3970X 32-Core 3.69GHz
    2X NVIDIA GeForce RTX 3090
    128GB RAM

  • #2
    if you are using just a displaced plane, the best way to get the arm wet is to use static wet map, a gradient ramp or even drawn by hand texture. put the wet map texture in a blend material and set both the materials, wet and dry in the blending slots.
    for interaction with the arm perhaps some fake particle flow splashes can be used.
    of course you can switch to phoenix simulator instead displaced plane, then you have chance to get both the features in the near future. the wetmap is already implemented in the nightlies, the interaction with the displacement waves is about to be implemented in the next days.
    ______________________________________________
    VRScans developer

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    • #3
      in the tomorrows nightly you will have a wave force, that accepts the displacement texture and turns it into a force able to produce similar waves in the simulator, so they can interact with the geometry
      ______________________________________________
      VRScans developer

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      • #4
        Originally posted by Ivaylo Katev View Post
        in the tomorrows nightly you will have a wave force, that accepts the displacement texture and turns it into a force able to produce similar waves in the simulator, so they can interact with the geometry
        Cool beans. Yes, that sounds awesome. Thanks.
        David Anderson
        www.DavidAnderson.tv

        Software:
        Windows 10 Pro
        3ds Max 2024.2.1 Update
        V-Ray GPU 6 Update 2.1


        Hardware:
        Puget Systems
        TRX40 EATX
        AMD Ryzen Threadripper 3970X 32-Core 3.69GHz
        2X NVIDIA GeForce RTX 3090
        128GB RAM

        Comment


        • #5
          just checking, we going to have guided waves? Will it stay close to the extended ocean like Bifrost or is that something for future
          Adam Trowers

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          • #6
            bifrost has an extended ocean? good to know, we have to compare it with our one. whatever, the wave force is targeted to be used with the extended ocean, the it's using an ocean texture, and if the same is applied as displacement they look more or less equal. but not fully indistinguishable, the simulation leaves its footprint over the waves, they look more like real waves (but have less small details) and this is in contrast with the displaced waves. we will prepare a beach sample scene using this force + wetmap for the sand.
            ______________________________________________
            VRScans developer

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            • #7
              Ok great I havent used Bifrost much, its just they have the guided waves setup similar to this but using geo and I believe the ocean (not sure if it is an extended ocean at render time or not) roughly matches the guided waves similar to what you said. Will be good to see them both in action
              Adam Trowers

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