Change Ocean's wave size and Horizon issue

I have 2 questions.

1st. Is there anyway to alter the size of the waves on the Ocean texture?
As you can see in the second image inside the No1 marking I want to make the waves in those areas smaller. Not just lower in height, but also smaller in size so they will have a denser look.
Like when the surface has no waves, but still its not smooth because of a small breeze.
I want to mention that if I try to play with the tiling under coordinates tab the texture becomes flattened. It looses all height info and the only solution is to reload the file.

2nd. In the No2 marking we see the horizon as it renders. Whatever I tried I have this line. Is there any way to achieve the horizon like in the first image? The image is from a tutorial in youtube (https://www.youtube.com/watch?v=Ia\_rpv29e\_Y)


I believe for the 1st case the wind speed is the solution. My bad as I then realized that more wind speed the bigger the waves… duh! :stuck_out_tongue: :smile:

But still I cannot find a solution for the 2nd case. The Horizon issue.:expressionless:
Because this issue makes almost useless the infinite ocean. Unless you put some land in the back. :roll:

Hey,

For the Scaling - you can either adjust the Wind speed or the Tiling :slight_smile:

For the black line, by default the Phoenix Ocean preset adds a V-Ray Plane underneath the simulator in order to get a proper shading of the foam and splashes. If you remove the V-Ray plane the horizon should look better.
If you have foam and splashes though you will need to add a big plane with a black material to act as an ocean bottom in order to get proper shading.

Cheers!

As I said in the 1st post the tiling didnt work as for some reason made the displacement look flattened.
With the wind speed I got what I wanted.

As for the horizon there is no difference with either the Vray plane or without it.
The image I posted is without the vray plane.
And the line is still there.

Which versions of Phoenix and V-Ray are you using?

Do you have any glossiness in the water material? If you don’t have any, does it help if you make a new material for the water?

I am using the latest Vray Next 3.1 and Phoenix 3.14
Yes I have Glossiness in the water.

Ah, then this is the problem.

Unfortunately this line is due to the how the V-Ray material works - if you set the Glossiness to 1, it should render correctly.

I put it to 1.0 as you said but the line is still there, exactly the same.

Did you try to recreate the water material? Copy-pasting the material won’t do, you will have to create it manually.

In previous versions of V-Ray, there was an option called highlight glossiness which the water material used, but in the newer versions of the V-Ray this option was deprecated and hidden from the UI, it is still there (for legacy reasons) but you can’t access it in the UI, so if you create a brand new water material this option shouldn’t cause any issues. If after creating the material from scratch you still have some issues , send over the scene and we’ll take a look.

Thanks!

I recreated the material from scratch and still the line is there

Then send over the scene here or to support at chaosgroup dot com with a link to this thread and we’ll sort it out.

Thank you!

To support@chaosgroup.com?

Yes, that’s it.

I just send it.
Thank you for your time. :slight_smile:

Hi,

Thank you for the max file.
The black line near the horizon is actually a small gap between the Sky and ocean level. You can fix this by increasing the Horizon Offset value to 0,2 from the V-Ray Sun parameters

Oh so all this time it was in front of me!
Thanks for your help guys :smile:

Hey,

For altering the wave’s size - in the Ocean texture, there is an option called Displacement scaling, which allows you to use a texture to lower the output value strength of the ocean texture. Though this way the waves remain with same frequency and scale, the texture used for the scaling will just lower the strength of the ocean texture.

We have prepared an example scene of how to blend two ocean textures using a texture mask - this way you can have waves with different height and frequency. The downside of this approach is that relies on OSL shaders (this means that it will work only for Max 2019 and up).
Currently as it is work in progress, there are quite a few nodes, but in the future we will make it only a single node with inputs for the different ocean textures and the mask.

Here is a sample render of how this looks. You can play around with the scaling of the two ocean textures and the Noise texture used as a Mask.

Hope this helps!



ocean_blending_waves_Max_2019.zip (71 KB)

Oh Great! I really appreciate that.
Thanks guys, you are the best. :smile: