#SeaQuest DSV
15-Aug-94 19:06:31
Sb: #88071-#SeaQuest DSV
Fm: Paul Gerhardt 73467,3457
To: Grant Boucher 74237,1146
Grant, & John,
It has been fun watching (and helping 😉 ) this topic drift! What
"he" (me!) wanted was simply to achieve the most realistic appearance
of being underwater. I found that applying the "Essence Caustic
texture" (remember I'm using Imagine 3.0 not LightWave) directly to
objects was less convincing than it could be for three reasons. First
the texture just applies a specified color to an object. By applying
white at about 20% you can lighten the object's original color, but
NOT in the same way adding additional light would.
And second, the texture is "stuck to" the object. So while it
changes through time it also moves along with the object. In life the
changing underwater light patterns are stationary and moving
underwater objects move through them. This is a subtile one, but I'm
very picky! 😉
Finally if you are not VERY careful with the texture placement and
axis size the caustic effect will start showing up where it should
not – like on the bottom of the objects!
By applying the caustic texture (now affecting transparency rather
than color) to a "light shield" and lighting the whole scene through
it, ALL these problems are eliminated. It works wonderfully, at the
expense of having to go full trace. 🙁
This is the tip John gave me during a earlier discussion about the
SQ DSV episode about the minisub race. In that episode there were
shots that showed the sub, the bottom, AND the underside of the
surface. All lit and looking right! With this as inspiration I was
determined to create the same level of accuracy on my effect.
Although I have not yet played with color, specularity, and lighting
of the "light shield" so that it also looks like the underside of the
surface (any hints John? 😉 ) I plan to!