Underwater scenes…
14 messages in this thread
John, I have read the article in the Jan 94 issue of VTU, `How to make
your own underwater scenes and I have a question:
How do I make the `Underwater' texture look right? I have a L.A. class sub
that I d/l'ed and wanted to make a simple anim with it close to the
surface. The problem is that the Underwater texture I apply to the surface
color is not very random at all, it looks like a grid. When animated it
simply looks like strips moving across.
The sub is about 350 m in length and I have the following settings for the
Underwater texture:
Wave Sources 3
Wavelength 25
Wave Speed .025
Band Sharpness 1
World Coordinates ON
Btw, I am going to try Fractal Noise.
<<< Tony D. Tracer >>>
(Any render time >0 needs acceleration.)
Whenever we need to have nice water refractions on an object close to the
surface, we actually ray trace a light through a surface object that can
use the underwater surface in transparency, or better yet, an image
sequence of a moving grayscale pattern that creates a changing
transparency to the surface. When the ray tracer is cast through, the
shadows fall on the surface.
If using the underwater texture on your object, try making the Texture
Size equal to your object size and play with the wavelength values from
there. Also use falloff to get the texture to appear on the upper part of
your object only.
JG
Hey!!! Who told you how we do underwater refractions?
GT
It's pretty obvious by looking at those simplistic images!
JG
Yeah well you know John, you taught me all I know…!
GT
Are you two sitting next to eachother at terminals at work and exchanging
quips here? <g>
Actaully, I'm at home, exchanging quips from here. At work I just pester
John with LightWave questions.
GT
Nice to see you back John. Sorry I took so long to reply but I have been
working LOTS of OT.
Is there a reason why you would ray-trace instead of using a texture to
get the underwater pattern? Greg told us how much `FUN' you guys had
rendering the episode of the Stinker, ooops, I meant Stinger. :^)
I checked out the scene of the Textures Example and noticed what I was
doing wrong with the texture. I'll also add the falloff, I hadn't thought
of that.
Thanks for your help.
<<< Tony D. Tracer >>>
(Any render time >0 needs acceleration.)
We've found that the ray traced shadows are more realistic.
JG
>We've found that the ray traced shadows are more realistic.
They would have to be `MUCH' more realistic for me to even think about ray
tracing anything. I still have a 030 so I have to keep myself from going
overboard.
<<< Tony D. Tracer >>>
(Any render time >0 needs acceleration.)
When you have 60 machines available for rendering it's not a problem!
(I just wish I had that much power at home, then I'd NEVER get any
sleep!)
JG
Actually John, it's closer to 100…, well, maybe 99, as one of mine is
STILL down!
GT
Just rig up one of the 60 machines with a nice serial port interface that
would allow you to upload your scene and object files and render away from
home. The downside is downloading the finished scenes. 🙂
If I had 60 machines at my disposal at work, I don't think I'd ever go
home! 🙂
Have fun,
Dan
Daniel J. McCoy // CIS – 73742,3072
AP Engaged! \X/ Render 'till ya drop!
>When you have 60 machines available for rendering it's not a problem!
John, you REALLY know how to make someone feel REAL bad, don't you? :^)
<<< Tony D. Tracer >>>
(Any render time >0 needs acceleration.)