I took my initial underwater test a little further, added some stuff like a tiny rock pop, an unfortunate guy, low cloud for murk, and some not too great grasses. Set DOF, increased RDM to 0.75, and set soft shadows to 0.6 and 1 sample. Trout by Doug Campbell.
You have a dark sense of humor. 😄 Love the debris and murk though, looks great!
- Oshyan
Oh! It took me a moment to recognize the hands! :o Quite unfortunate.
I'm not sure why, this scene reminds me of Terragen back in 2009-2012 days.
Yes, well, the guy has been lifted out of the water in the meantime ;)
Two more tests. I found that the sky was a bit dark when viewed from underwater, and really don't know if that's realistic. I was hoping to get strong local light, and darkness and reflections further away, but didn't succeed so far. So in number one I lighted up the sky. Even tried a white surface shader on the water with a distance shader, which has an interesting effect, but not realistic.
In the second one I tried my way of getting refracted light onto the lake bottom and fish (thin, but thick cloud and 2 suns; one blue, one yellow), but as the water area is so close to the fish and camera, that's kind of hard. The cloud (though only secondary) is reflected (secondary) in the water, as you can see. If it's above, it'll do shadows on the water, which isn't what is needed either.
Tried a plane with a opacity shadow mask (voronoi warped), but even with no opacity it darkens the whole lot. And without the plane doing shadows it has no meaning.
So, question; is there any way to make a mask (slighly under or above water) to get these patches of shadow across everything underwater? Any ideas are welcome.
Oh, made a quick water boatman to venture across the murk.
What a funny idea with those hands ;D
In fact very creative and beautiful underwater tests!
After this trying a card for better reflections.
I can't seem to get the above water stuff to get refracted with the water in the latest tests. Probably forgetting something.
Water shader needs to be double, but does an imported plane need to be, or a card? Do we have to set force displacement or default? Do we have to rotate a card or imported plane if it's double-sided anyway? Or set decay really to minus? Maybe I'm not awake yet, but all these variables dazzle me.
I just want distorted reflection (of underwater stuff), and distorted land stuff, and the reflection to be 100% in dark parts of above-water stuff. But can't get it to work.
Any help appreciated.
Another set of tests and a working file for any of you (few) interested in experimenting. Distortion is working but I'm still not satisfied about the strength of the reflection. Setting reflection tint to a number larger than 1 seems to be the only way.
Card is out of the question, it has to be a plane, afaik.
Thanks for the interesting compilation.
According to the recommendations made by Matt I would do it as follows: (using TexCoordsFromXYZ)
from below water options test_gasbutan.tgd
Cool and interesting!!
here is an example with slightly modified parameters:
example1.jpg
Thanks. I will try the card again today, but still would like a real displacable plane to do the same as 'just' bumpmapping a card. And just wonder why there's such a difference.
The card works, luckily. And I now know why I didn't see any blue sky through the water; the angle was just not sufficient.
Wow, great lights.
I like the small bugs... ;D
Quote from: Dune on November 25, 2019, 09:40:03 AMThe card works, luckily. And I now know why I didn't see any blue sky through the water; the angle was just not sufficient.
This works very well...You tempt me to do another underwater scene...maybe I will!
That's what this is all about (me posting stuff), tempting others to use TG and post! So, go ahead, Bobby...
Quote from: Dune on November 25, 2019, 10:12:29 AMThat's what this is all about (me posting stuff), tempting others to use TG and post! So, go ahead, Bobby...
Soon's I'm done here I need to rehearse a few tunes I'll be playin' later today with a young singer...I'll get on it. Did ya see my new 6+hr render...?, yesterday's rescue of an unfinished project from TG2 days.
Yeah, saw it. What can I say? It's a bit 'alien' or surrealistic. But the light is nice. You have enough gigs? (and I don't mean gigabytes :P )
Quote from: Dune on November 25, 2019, 11:12:27 AMYeah, saw it. What can I say? It's a bit 'alien' or surrealistic. But the light is nice. You have enough gigs? (and I don't mean gigabytes :P )
I seem to be big on alien like scenes...feeling alienated as most folks I know are soooo grown up LOL...being 25 with 46 years practice works for me but most don't get it.
There's never enough music gigs...I'd play every day were the gigs there, but as most gigs are as alcohol salesmen I don't do them being alcohol free these past 25 years. But I thoroughly enjoy the ones (even the freebies) that I manage to get.
Most folks are too grown up and take life too seriously, feeling very important and 'mature'. But well, they often have a hard time enjoying themselves and being still young ;) So, stay 25, Bobby, I am too ;D
Anyway, another render, this time with a little blue sky.
Cooool!!
Looks great!
I wonder why there is not more blue sky in the upper part of the image.
What focal length and which index of refraction in the glass shader did you use ?
I used a FOV of 80º, so a lot wider than default, pointed the camera up quite a bit 20º or more, but didn't change the refraction index from 1.33 (water). I know that with an index of less, say 1.1, you get far more blue, but reflection an reflection are not as they should be then.
Hmmm - interesting.
I would have expected it differently.
It probably also depends on the waves and angles there, and the closeness to a possible 'beach', which would be reflected too.
Great! :)