CompuServe Thread

Underwater scenes…

14 messages in this thread
#38715From: Anthony RamirezFeb 16, 1994 8:16 AM
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.)
#39339From: John GrossMar 2, 1994 12:42 AM
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
#39345From: GREG TEEGARDENMar 2, 1994 1:13 AM
Hey!!! Who told you how we do underwater refractions? GT
#39395From: John GrossMar 3, 1994 1:00 AM
It's pretty obvious by looking at those simplistic images! JG
#39462From: GREG TEEGARDENMar 3, 1994 11:19 PM
Yeah well you know John, you taught me all I know…! GT
#39492From: Steve Bennett/SYSOPMar 4, 1994 1:34 PM
Are you two sitting next to eachother at terminals at work and exchanging quips here? <g>
#39532From: GREG TEEGARDENMar 5, 1994 3:18 AM
Actaully, I'm at home, exchanging quips from here. At work I just pester John with LightWave questions. GT
#39578From: Anthony RamirezMar 5, 1994 8:52 PM
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.)
#39635From: John GrossMar 6, 1994 11:34 PM
We've found that the ray traced shadows are more realistic. JG
#39669From: Anthony RamirezMar 7, 1994 9:39 PM
>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.)
#39674From: John GrossMar 8, 1994 1:41 AM
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
#39698From: GREG TEEGARDENMar 8, 1994 11:38 PM
Actually John, it's closer to 100…, well, maybe 99, as one of mine is STILL down! GT
#39837From: Daniel J. McCoyMar 13, 1994 12:44 PM
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!
#40000From: Anthony RamirezMar 19, 1994 1:12 PM
>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.)