Shallow/Cyan Water

Started by Pentagular Dark, July 03, 2012, 09:56:55 PM

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Pentagular Dark

I am trying to make an Earth-like planet, but I can't figure out how to get that little cyan water effect in the oceans.
You can see the effect I am trying to achieve here:http://eoimages.gsfc.nasa.gov/images/imagerecords/57000/57723/globe_west_2048.jpg especially in the Bahamas. I am getting some cyan-ness on the render, but it is in the middle of an ocean.  I'm also doing it the only way I can think of short of painting it on; by using a copy of my terrain as coloring. As mentioned previously, it doesn't do anything good. My options are limited as using a planet as an ocean just makes the ocean a checkerboard of land and water because my planet as a whole is very flat, and changing the displacement amplitude distorts my continents. Is there any other way I could do this or an improvement upon my (apparently useless) method?
GAH!!! Don't look down here! Look at the posts man!

bigben

Delving into my memory banks I've used 2 methods.
1: Set the colour of the subsurface terrain to complement the water settings.
Sounds easy in theory but at a planetary scale you can be asking to look through a lot of water, which makes a lot of the shallow water completely transparent
2: Use a BW image of the bathymetric data to mask a surface shader with a colour gradient and then add a water shader for the waves/reflectivity.
http://www.planetside.co.uk/forums/index.php?topic=2502.msg24609#msg24609 

Pentagular Dark

Neither of those two would work for me, seeing as my planet is so flat having water being a separate entity is impossible without lowering the entire ocean floor (which is currently my ocean), but that has a chance of distorting my planet... But I may try that still.
Number 2 would not work for this render in particular because the entire planet is randomly generated, except for the ocean floor. Plus I would've just used distribution shaders or the like if I had terrain under my water.
GAH!!! Don't look down here! Look at the posts man!

bigben

I may have missed something in the explanation. Neither of these methods changes the terrain. The difference is only in how you have defined your ocean.

Method 1: Terrain continues below water level and requires a separate object for the water surface.  Convert the depth below the surface to a number between 0 and 1 representing the range of depths you want to colour.  Create a gradient of colours that you want to apply to the subsurface terrain, then use the first as a mask for the second. 

Method 2: The water surface is just a flat area of terrain. Uses the existing terrain, assuming that it is flat where your ocean is.  If you've masked a terrain to produce a flat area for water you can add a Tex coords from XYZ before this in the node network to get the altitude of your "terrain" below the "water"



Pentagular Dark

#4
I mis-read your post, and I think that 2 may work (testing now.)
EDIT: It worked now all I have to do is make it look realistic!
GAH!!! Don't look down here! Look at the posts man!

bigben


Pentagular Dark

GAH!!! Don't look down here! Look at the posts man!