Secluded Beach

Started by Lady of the Lake, March 30, 2016, 10:42:06 AM

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Lady of the Lake

Fence is Ade's.  Plants are X-Frog.  Terrain is Thermal Mash by Danny G.  Umbrellas are from Mr. Lamppost.
Thanks for looking.  Comments and suggestions are welcome.
Lyla

Dune

Very nice, Lyla. You could diversify the water a bit, less waves near the shallow areas, or some foam. If you use a displacement to scalar function and feed that into a color adjust shader, you can set the heights, and thus make a mask to cover either deep areas or the shallow areas, and use that in the lake line of nodes to adjust stuff.

TheBadger

Great POV and comp! Could be a lot of places I won't get to visit :-[
It has been eaten.

bobbystahr

Nice, heed Dune's advice, he's often dead on....
something borrowed,
something Blue.
Ring out the Old.
Bring in the New
Bobby Stahr, Paracosmologist


mhaze

Love it - Dunes advice will enable you to get some white water/foam near the shore and complete the image.

Hannes

Looks fantastic, Lyla! Additional to Ulco's suggestions I'd say you could try a little DOF on the foreground objects to get a little more depth.

Oh boy, this reminds me of Greece (except the fence!). Gonna be there in July...

masonspappy

Kinda like the fence. Did you make that?

Lady of the Lake

Quote from: masonspappy on March 31, 2016, 07:01:36 PM
Kinda like the fence. Did you make that?

The fence is Ade's.   
Thanks for all the replies everyone.  I am working on making the water better.....haven't figured it out yet but will keep trying.

Dune

The principle is really easy, see here:

Lady of the Lake

Thank you Dune.  I had most of what I was trying wrong.  Had a displacement shader (not a PF displacement shader) connected to an Add scalar (not displacement to scalar)/etc/etc.   I think I have the parts right now....but I do not understand where the output of the PF is connected.  Another pic please if you have time.  Sorry to be so dense.   :-[

bobbystahr

Quote from: Lady of the Lake on April 01, 2016, 11:23:13 AM
Thank you Dune.  I had most of what I was trying wrong.  Had a displacement shader (not a PF displacement shader) connected to an Add scalar (not displacement to scalar)/etc/etc.   I think I have the parts right now....but I do not understand where the output of the PF is connected.  Another pic please if you have time.  Sorry to be so dense.   :-[

I think, having not tried this set up as I've just seen it, that the PF is a stand in for your terrain that the displacement to scalar  is getting it's information from Lyla.
something borrowed,
something Blue.
Ring out the Old.
Bring in the New
Bobby Stahr, Paracosmologist

Dune

Correct; it goes into the compute terrain, but you can do anything before the compute terrain. But remember that the displacement you need for the water masks would be the terrain under water. So if you want some strata, e.g. but only above a certain level above the sea, you don't really need to take the line from there into the blue node. Another thing you may have noticed is the stretched Y; if you don't do that, the coastal mask may turn out differently, just play with it and see what happens. The colors of the color adjust reflect the heights between which the surf or coastal calm may occur, further apart and you get softer edges. Play with these and you'll see what changes. For a wind effect, you could even transform/move the mask to one side, so a large mountain range, or steep area of coast may have a broader coastal area, etc, etc.

Lady of the Lake

Thanks everyone.   I am not getting results like I want to.......so am putting this on the backburner for awhile.  Maybe after a while the "light bulb" will go on.   :)

On to the next project. 

Lyla