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  • rendering water

    to render water properly in vray it needs to be shelled for refraction. how do you shell the water mesh or is there a Phoenix water shader preset.

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  • #2
    there is no special water shader, usualy the vray material is used to render water, with reflection and refraction set to white, fresnel reflections, and some fog color if the scene is big scale
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    VRScans developer

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    • #3
      thanks for the response. i noticed you created a ocean splashing scene. is there anyway i could get the scene file to see how you constructed that.

      https://www.youtube.com/watch?v=ZsMFjtFJlgA

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      • #4
        http://docs.chaosgroup.com/display/P...Shipintheocean

        The ship in ocean tutorial has a pretty nice water shader, at least as a starting point

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        • #5
          Originally posted by GarthPP View Post
          thanks for the response. i noticed you created a ocean splashing scene. is there anyway i could get the scene file to see how you constructed that.

          https://www.youtube.com/watch?v=ZsMFjtFJlgA
          sure, here is thescene, but it was changed and perhapes the result will be not the same
          Attached Files
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          • #6
            great, thank you. at least its a start.

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            • #7
              so in the file you did not use a liquidsim as your container. what settings would you apply (not including the foam or splash) to achieve the same result.

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              • #8
                yes, the scene is older than the liquidsim object, but the settings are the same, because it uses flip solver.
                you can convert the scene to use liquidsim, selecting the simulator and typing in the listener a_converttoliquid()
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                VRScans developer

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                • #9
                  so ive been working with your scene file you gave (which has been helpfull) im just running into some problems. 1 my waves dont seem to interacting with the box properly, liquid is just kinda going though it to a degree. the other issue is represented in the two images i attached. capture1 is my scene capture2 is yours. with yours the displacement only takes outside the box. with mine the displacement is everywhere. whey is that.
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                  • #10
                    ive been messing with it. it looks like you used a combination of included and excluded boxes. my question is how did you get your displacement map to not effect the area in the excluded box.

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                    • #11
                      the displacement near the box is suppresed by the option for geometry based fade out, i have no phoenix now, and can't point the exact name, but you can see it around the displacement control.
                      in general the scene setup is not very simple, if you see carefully, there are two equal boxes, this is needed because the usage of the wetmap to represent wet sand. you have to use the simulator to render the box, but you have to use the box for the displacemrnt suppression. this produces circular reference, that is forbidden in max. the solution is to duplicate some objects, in this case the box is chosen.
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                      • #12
                        hey thanks for the response. i feel we are almost there. got the displacement map to work. but now the geo is locking up at and wont roll up the "beach"
                        i attached my file maybe you can take a look at it and see what i'm doing wrong.



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                        WaterEffect.zip

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                        • #13
                          you mean the liquid is not sliding on the meach? see the wetmap option of my scene, the wetmap has importan influence on the water, it can completely change its behavior. the wetmap consumes liquid and porduces stopping force, you can control both of the,. the stopping force is used to control how far the liquid can enter into the sand, and the water consumption is to prevent the long wet tracks left behing the liquid particles, they must disappear after certain distance, as it happens in the real life.
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                          • #14
                            thanks for all the help. please understand i'm trying to self train in Phoenix. with that said i have no idea how to create a wetmap how to adjust it or where it even is. when you say look at your wetmap i have know idea where that would be. plus we are using two different versions of Pheonix which complicates things. so please explain to me where i can find the options to effect the wetmap. in my 2.2 i only see consumed liquids, drying times and sticky effect.. is this wetmap?

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                            • #15
                              in the dynamics panel, consume liquid is 1, make it lower (for example 0.1)
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