Some of you might remember my WIP thread for a Drilling Platform that I was working on. That project changed course and so the scene became more of a hobby and something to play around with as I continue to learn VRay and 3D in general since I’m basically self-taught. I’ve been mostly interested in learning how to create a realistic sea material and I think the result I’ve come up with looks pretty good. However my rig still needs a lot of work as the materials aren’t that great, there are still a lot of details to add and the scale is off. Here are some screenshots from the scene:
Some of you have asked for my sea material or insight in how I created it. Instead of going into details, I figured I’d just upload the entire scene for everyone to download, play with and hopefully improve upon. I’ve learned a lot from this community and I figure the least I could do is give back and open up this scene for others to use. I’d love to see other people’s results from playing around with it, maybe making the material even better, speeding up rendertimes, etc.
Hopefully all of the image files are in there, but please let me know if some are missing. There are 2 panoramic skies that are linked to VRay Sun’s. One is a daytime shot and the other is at dusk. In the zip file I also included some extra sky panorama’s that I found online.
A Tsunami plug-in would be awesome. I have to admit when I first started off finding resource material for this project, I kept looking at Scanline’s Flowline FX reel with the giant wave crashing into the drilling platform and thought about how cool it would be to try and recreate that.
Glad you are all enjoying the file. I noticed that I never centered the rig, sky dome and ocean, so you’ll probably want to do that if you haven’t already.
I’m still trying to figure out how to animate this in a realistic manner. The smoke maps I think do a good job with simulating waves for still shots, but most of my animation tests look really bad when I animate the phase on those maps.
Yep, I’ve played with that plug-in as well and it looks pretty good on up close shots, but I wasn’t able to achieve a realistic look for an ocean without some significant tiling issues.
I just recently found the sky maps by doing a Google search. I found them at this site (look for the posts by “fusebulb”).
Basically what I did was setup the skydome and then manually position the VRaySun’s position to be near sun in the skydome map and then I linked the VRaySun (not including the target) to the skydome. That way when I rotate the skydome, the sun moves with it.
i just had a few mins waiting for a render and gave it a quick play for fun. Far from beeing anywhere near half decent. Just did a quick lighting/clouds/sea study.
The sea is a Dreamscape-SeaSurface with a custom VrayMaterial (needs some tweaking. Sea surface is too short (=ugly horizon errors) and am not happy with the mat yet. as well as missing foam.
Sky is a Dreamscape Sky with Dreamscape clouds. they also need quite a lot of tweaking. The platform itself was left untouched (besides a little scaling and moving it to a better wave-spot ).
A bit of nuke-post (that most likely made it worse as i still suck at comping :P). Just some glints, some rays
When i find some more time i might grab it again and play some more.
That’s pretty cool Instinct. I have DS as well and at first was going to go that route for the sea, but I had a tough time getting a realistic ocean look at the scale that I felt was necessary to make this scene convincing. Most of the waves were too big, started to tile or just crashed the scene because of the amount of geometry being created. That’s why I ultimately went the displacement route.
Well i hope that the next DS upgrade is going to bring some nice stuff. looks like it when reading the official forums
Tiling and scale is indeed a big problem. On the other hand it´s also damn tough to get convincing deep-water waves with displacement. They also tend to tile and it´s hard to get them into a convincing shape i find. Esp when animated the movement is pretty nice with DS. If just it wouldnt rely on a tiling heightmap *sigh*
Not sure about the service packs, but I know I had to change my viewport rendering from Direct3D to OpenGL in order to stop it from crashing. Not sure why it was doing that, but maybe you’re having the same problem.