Just wondering if anyone can help me out a little. I’m try to create some really good sea water.
I’ve recently switched from Lightwave/Fprime to Max/Vray and have found that the standard procedural textures in Max aren’t quite as plentifull as in Lightwave.
The ones I’ve found most useful are waves, noise, and speckle all added together using stacked up ‘mix’ materials.
But I’m just not getting the quality of bump that I can get from LW (see attached images).
Does anyone know of some good 3rd party procedurals that will slot straight into the material editor?
Try using a cellular map. This if from memory -- but -- I think you’ll want to turn on Fractal and swap the black and white colors (or use a negative bump map). Then play with the size and spread settings. I’m fairly sure that will get you started. I think you want to use Circular and not the Chipped setting.
i dont really like them to be honest…i’d prefer a decent Worley Noise implementation instead of yet another collection of presets based on worley noise…*sigh*
I’ve done a quick test with the cellular texture and have come up with very similar results to my original 'mix’material (rather odd…will post an image later) - will also give the smoke texture a try too.
I’d spotted those textures from Worley, but to be honest, wasn’t that impressed. Perhaps they look better when applied to geometry?
Dark tree, on the other hand, looked like a serious bit of kit! Does anyone have any experience of dark tree and will the plugin work ok with vray?
Also found some stuff done by Scanline in Germany - implicit surface water - wow, now that’s what I need. Looks beautiful too. Shame it’s all in-house stuff though.
nah, it´s just that dreamscape has it´s own sky/sun/clouds/lighting system…and that doesnt work in all circumstances with vray (obviously) but pretty much everything works fine…you can render it all using vray, there´s just some rare cases that might need tweaking.
Tried the dreamscape plugin demo (version2) and had loads of crashes. Given up on that now, but had a trawl through the forum and found some pretty useful stuff.
I’m nearly there - just got to work out how to get that displacedment water to stretch to the horizon! :?
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.
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.
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.
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