Author Topic: Help to create an infinite ocean with beach  (Read 1235 times)

2023-03-13, 17:59:50

MircoTosti Studio

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Hi guys,
I need your great help and advice!!!

What is the best solution/way to recreate a situation like the one in the photo (large dimensions, beach of at least 1/2km)?
All the strategies I'm adopting always lead to repetitions that can be seen from a distance or to poor quality up close.. in summary I have to create:
- infinite ocean (corona c4d doesn't accept the infinite plan)
- waves and water material for the ocean (the big problem is to find the solution that simulates a light wave on the shore and calm offshore)
- ocean floor (it is a very large seabed and I can't recreate it out)
- foam (to give that touch of reality to the image)
- wet and dry sand (wet smooth effect and dry rough effect, without this situation it looks super fake)

Many thanks to all...

2023-03-13, 19:24:41
Reply #1

burnin

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There was HOT4D...made a quick test some time ago...
... don't know how it works now...

2023-03-13, 21:14:32
Reply #2

MircoTosti Studio

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thank you very much, but unfortunately hot4d doesn't work with infinite plan. With a cloner and a sufficiently large surface (30x30 cloner of a 4000cm plane), even my 7950x with 128gb of ram struggles..
leaving aside the fact that the sea does not even come close to the horizon, 200 million primitives are created as a starting point.

2023-03-14, 02:41:24
Reply #3

BigAl3D

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Correct me if I'm wrong, but I thought Corona itself doesn't like the infinite plane object or the floor object as it's called. You just need to use a huge plane. Maybe two or three planes with less and less detail.

2023-03-14, 10:04:41
Reply #4

Beanzvision

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In this example I created 2 40000 x 40000 planes. One for the sand, the other for the water. The sand plane is slightly tilted. A distance shader was used for darker sand on the shoreline. The same can be done for seafoam at the waters edge. A noise shader was used on decals for the seaweed. Caustics added to the water. All in all, it took about 30 mins to slap together. :)

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2023-03-14, 11:48:11
Reply #5

MircoTosti Studio

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i love you, spectacular! how do you solve the problem of subdivisions of floors so large in c4d that has the limit of 1000 subdivisions highlighting?! With a close view the displacement of the sand as well as the creation of dunes and details becomes a problem, right? As for the endless repetition of the material of the sand and the sea (procedural or..)?

tnx tnx

2023-03-14, 12:33:25
Reply #6

Beanzvision

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Glad it may help. The planes only have 1 segment. There's no displacement in this scene at all. Just normal maps. The sand was a shader I created with the help of a mapping randomizer shader to break up the repeated tiles. The water is just a procedural noise map and volumetrics enabled. ;)
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2023-03-14, 13:23:10
Reply #7

MircoTosti Studio

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what process did you use for the water? I just can't get a good effect between normal, caustic and volumetric to recreate that little rough water effect but also those horizontal "lines" like it's a slight movement of waves

2023-03-14, 13:47:43
Reply #8

Beanzvision

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That was pretty easy. Just a gradient layered over a noise shader. The knots in the gradient were duplicated multiple times to create the sets of waves. Add some turbulence so it has irregularities. Here's what I mean:




Bengamin Jerrems l chaos-corona.com
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2023-03-17, 09:26:39
Reply #9

postroom

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Beanzvision
you always have often solutions for problems an you build a practical szene. can you share the scenes? so we could learn corna better. I think there would be a lot of interest :)