Author Topic: ocean test  (Read 7985 times)

2013-07-02, 13:07:29

lmikkelb

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my first ocean test render . totally random objects :)

2013-07-02, 13:11:48
Reply #1

Tweekazoid

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    • personal CG and scripting stuff also few pictures
looks great, but the local detail is too uniform :)

2013-07-02, 13:39:47
Reply #2

lmikkelb

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yes thanks :),this  was more a water surface interaction with other objects test:P, it always gave me a dark edge with refracctin, I masked the opacity with ao to try and fix it. but i guess this works better with Bidir?

2013-07-02, 14:09:30
Reply #3

maru

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Not good. If you want to use procedural maps as bump use cellular mixed with fractal noise or something similar. This looks like ocean on a rainy day. ;)
Marcin Miodek | chaos-corona.com
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2013-07-02, 15:57:18
Reply #4

lmikkelb

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Not good. If you want to use procedural maps as bump use cellular mixed with fractal noise or something similar. This looks like ocean on a rainy day. ;)

thanks for replying on the obvious:p just kidding!:)
Does anyone know how to i remove the dark edge around the objects?
« Last Edit: 2013-07-02, 16:50:10 by lmikkelb »

2013-07-03, 09:02:42
Reply #5

Alessandro

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Is it really procedural? All the waves are equal, it seems to be a bitmap, try to make it better, maybe you are using a bad mapping.
About the dark edges, what are you talking about? I don't understand, are you talking about the water that becomes gray or what else?
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2013-07-08, 11:47:50
Reply #6

lmikkelb

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no bitmap its a noise map.
 
What i mean is how do you get the water to be totally transparant.
The part of the objects that are under water are darker .I want to remove that . :)

2014-07-14, 00:25:52
Reply #7

jonofj

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hi Can you please share your water material.

Im trying to do water for a swimming pool

2014-07-14, 01:00:40
Reply #8

filipskrzat

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are they darker because are under water?

2014-07-15, 23:14:41
Reply #9

lmikkelb

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Sorry i dont have the material anymore. I  tried to copy this effect: http://mentalraytips.blogspot.no/2007/06/nice-water-with-miamaterial-arch.html without the caustics. :) think i ended up with a ambient occlusion in the opacity slot to soften the dark edges around objects. hope it helps