Sorry, double made ;-) Thanks dear Studio, I will check it at the end of the week. I have still two other projects until I can proof my shader and vsl material according to the water textures! :-)) have a nice week and good luck further for your projects! :-) See you and compliment for your engaged work also with the ligth+env.map tutorials :-) Servus, Frank Brübach, Germany
Von: [email protected] Gesendet: 26.03.06 07:49:38 An: Betreff: Re: Question for a water vsl shader
Hi Frankolino :
OK , sounds like quite a comprehensive task that you're aiming for , but that's good ! I know you will share your results when you're finished and I'm looking forward to seeing your results .
http://www.studiodynamics.net/images/cellular_rs.jpg - cellular
Karl mentioned the 'cellular' VSL object that you have discovered and it has been a standard of sorts , in other 3D S/W's for those nice , sharp looking sea waves .
Here's a link to an awesome image by a master POV god , Gilles Trans . Posted here earlier during the lengthy "clouds thread" . http://www.oyonale.com/histoire/images/makecloud2_demo_sea.jpg
You can easily see the cellular shape and the hard edges of the cells caused by h2o's cohesive properties (surface tension). This nice sea water also has a tiny bit of noise introduced for more surface realism too . No luck for me with RS and cellular .
Here's a sea water I did with V3.53 before we had multiple noises , and is just a small noise and a bigger noise combined and of course stretched to give more realistic elongated waves.
(it's a 10 year old render, so please forgive the hard shadow) http://www.niagara.com/~studio/view/lost-at-sea2.jpg
Karl also mentioned that his 'Noise_controller' vsl shader is a kind of all-or-nothing noise , with hard boundaries between one area and another . Here is an extreme example of that ... http://www.studiodynamics.net/planet/karls_noise_4.jpg
... and a much noiser example that blurs those boundaries ; http://www.studiodynamics.net/moon/bhminus20noisey10.jpg
Anyway , long winded way of saying , as usual , many options, of course , but as far as I know you will be on the bleeding edge creating a nice wavy sea-surface type of material using RS3D .
I myself have spent some time with the 'Cellular' vsl object , and added a little noise , but it did not look very good, for me . I used displacement mappings and tried all different settings but could not hit that magic mark , but maybe you could , with your new computer that you most definitely will need for the hundreds of test renders that are coming your way .
However , I did have a little more luck just using the RS3D 'wrinkled' material (simple noise based shader) & modified sett- ings (example project attached) .
Applyied as a rectangular shape to an nurbs rectangle , it didn't offer those nice sharp edges like cellular might but it did not look too bad and with a little small scale noise added I think it could _possibly_ do nicely for sea-swells at least .
Good Luck with your work !
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