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Good procedural bumps for water texture....

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  • #16
    Wow, thats looking pretty good!

    I don't know if you've seen this: http://www.chaosgroup.com/forum/phpB...t=ocean+shader
    It's an Ocean shader kindly posted by Fenikscg which you may find useful

    What technique did you use in the end for the bump? I've got to produce a realistic looking ocean in my current project and you seem to have hit the nail on the head.
    Thou shalt not kill clients - For they know not what they ask

    www.mediastation.co.uk

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    • #17
      In the end I used a heavily divided plane with -

      1) uvw map modifier
      2) noise modifier (not fractal) set to about 2500/3000mm with a z height of about 600mm.
      3) another noise modifier on top but this time set to fractal and a size of about 800mm - z height around 250mm.

      I didn't turn it into a volume so any 'fog' values you have just wont work.

      Thanks for the heads-up on that shader - will take a look at it now.
      .:www.mcphersonyachtdesign.com:.

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      • #18
        Cheers, I'll give that a try
        Thou shalt not kill clients - For they know not what they ask

        www.mediastation.co.uk

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        • #19
          As for stretching the displacement off to the distance, use a distance blend falloff map, where the displacement map is in one of the slots. As for fog, which will really give you water the final touch, create a seafloor somewhere below, and the fog in the watermaterial will show.
          Regards,
          Erik N

          "Second to the right and straight on 'till morning!"

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          • #20
            By the way, here is a good water-setup by Trixian. (Hope you're OK with me posting this). He did the water-plane as a wedge-shape with decreasing polysizes from the center (for geometry space-warps), and linked it to the camera

            http://www.ebndesign.no/temp/Sea Test.max
            Regards,
            Erik N

            "Second to the right and straight on 'till morning!"

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            • #21
              Thanks Erik N, will have a go with the distance blend falloff map, and have a good look at Trixian's setup.

              Will post any good results.

              Rob.
              .:www.mcphersonyachtdesign.com:.

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              • #22
                Have you tried using the Vray Plane object yet? Isn't that supposed to go out to infinity? That would be a quick way of creating your horizon, ovcourse I'm not sure you'd want to displace an infinite plane

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                • #23
                  Originally posted by MegaPixel
                  Have you tried using the Vray Plane object yet? Isn't that supposed to go out to infinity? That would be a quick way of creating your horizon, ovcourse I'm not sure you'd want to displace an infinite plane
                  I am afraid that won't work at all.

                  Best regards,
                  nikki Candelero
                  .:: FREE Your MINDs, LIVE Your IDEAS ::.

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                  • #24
                    hehe... I've already tried that one! Displacement doesn't work on the vray plane
                    .:www.mcphersonyachtdesign.com:.

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                    • #25
                      I seem to remember an old plugin for max many many years ago that had a built-in wedge shaped primitive with poly-size increasing with distance from camera.....was it seascape or something similar sounding?

                      Anyway....marvelous object that was then linked to the camera and deformed by spacewarps that were built in.

                      Anyone feel up to writing a new vray-primitive with these properties?
                      Preferably displaceable?

                      ||wink||
                      Signing out,
                      Christian

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                      • #26
                        Seascape did that, and nowadays dreamscape does that too.

                        Thorsten

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                        • #27
                          i did two quick, dirty and basic setups to demonstrate. Everything is dreamscape. Water, material, clouds, sky. Rendered it 1.47.03. Not tweaked, or tuned hence the subsurface is off in the day shot, composition sucks etc...but one gets the point i assume :P





                          Regards,
                          Thorsten

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                          • #28
                            Woo, that looks gooood! Looks like I'm just going to have to spend some money and get learning dreamscape!
                            .:www.mcphersonyachtdesign.com:.

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                            • #29
                              Thorsten, have you ever managed to render geometry (ie. a boat) in the same scene as all the dreamscape stuff?

                              I'm finding that the dreamscape sky does odd things when geometry is imported, like 'fogging' everything and screwing up the look of the sub surface.

                              I'm guessing a way round this is to have two separate scenes, one with dreamscape and the other with geometry, then comp the two after. Although this means you would get no benefit of the water refraction on your objects and loose any surface reflections.

                              .....or have I missed something?......
                              .:www.mcphersonyachtdesign.com:.

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                              • #30
                                sorry for delay...somehow missed your reply.

                                Yes i managed to render everything just fine in one pass. Vray DOES fog (that´s the haze parameter) that not only affects the sky, but also the whole scene. Wich is basically perfectly correct actually. What you describe (too much fog) sounds like a scaling issue. Have you tried tweaking the global scale parameter ?

                                Thorsten

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