Hello all, thanks for peeking in.
There is a new lighting challenge at CGTalk that is an underwater scene. There is some interesting discussion going on in the thread currently. http://forums.cgsociety.org/showthre...=185&t=1061572
One of the poster's mentioned Snells Window (http://en.wikipedia.org/wiki/Snell's_window). I was wondering what some best practices would be here for getting the most realistic underwater render possible. I realize post work can really cut down time and effort, but I was hoping for any tips or advice on doing most of it in renderer.
I've been using vray for work for almost 8 years now, and to be honest I've only rendered on the top side of water, not under. So I really don't know where to begin. Thanks for any ideas!
EDIT: Added a question: Would you create a volume to put the camera in (like a box or something) or should the water just be a plane? If it's just a plane, how does that work? If not, also.. would you want to use the VrayMtl translucency? Thanks for any help!
Best Regards,
AJ
There is a new lighting challenge at CGTalk that is an underwater scene. There is some interesting discussion going on in the thread currently. http://forums.cgsociety.org/showthre...=185&t=1061572
One of the poster's mentioned Snells Window (http://en.wikipedia.org/wiki/Snell's_window). I was wondering what some best practices would be here for getting the most realistic underwater render possible. I realize post work can really cut down time and effort, but I was hoping for any tips or advice on doing most of it in renderer.
I've been using vray for work for almost 8 years now, and to be honest I've only rendered on the top side of water, not under. So I really don't know where to begin. Thanks for any ideas!
EDIT: Added a question: Would you create a volume to put the camera in (like a box or something) or should the water just be a plane? If it's just a plane, how does that work? If not, also.. would you want to use the VrayMtl translucency? Thanks for any help!
Best Regards,
AJ
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