They're not rapids yet, but testing some things...
Excellent start, as an ex canoeist this looks like many a upper section of a creek i've paddled, needs more boulders in the stream though.
looks like something i have paddled
this looks pretty good so far, just needs those exposed rocks / fake stones to make it into a true rapid.
Are you using get altitude underneath the water object? I tried something like this about a year ago. I was never able to get it to 'function'. I also was trying to get turbulence downstream from shallow areas and rocky up-crops.
Looks good. The water is nice and rough.
That's the first time I have seen river water look like it should! Great work Ulco!
Yes water looks nice :)
I especially like the riverbank vegetation...!
a dinghy/canoe/kayak next??
cheers
J
:)
@Henry: No, it's a warped river (SSS) with waves and twist&shear (not very obvious) warped with it to keep it's PF's following the river. I try to get fast rendering water by using a default shader for the coloring of the distant part + reflective shader, and only a transparent water shader for the front 10m (you can see the transition). Then this milky color all over + foam on the (breaking, not very obvious yet) wave tops + some remaining whirls of foam + foam where the (now working on them) rocks lay in the water. And some good detail underwater to show the trout (it's there!), but the latter (render detail settings @ 0.5) cost an enormous time, so I deleted it again. More to come, hopefully.
Added some renderparts...
It's hard to get the turbulence downstream from the rocks in the stream to work. This is coming along nice. If it can be done, I'm sure you'll figure out how.
now it looks more like a true rapid with the rocks in there.
the river/water turbulence looks nice, impressive.
Very convincing work! Awesome!
the moss on rocks could work as leaves under trees in a fall picture. good water, add ripples parallel to shore and good
Vary nice, looks either class one or two closer to class one I would think!
Regards to you.
Cyber-Angel
wow
A few clicks further up the line. The water is getting there, although I don't like it when water hits soil/rocks and there's a harsh separation. Using RT reflection helps on shore reflectivity, but takes ages, so in the latter versions I added some fake watery/foam remains just where the water hits the rock/soil.
I also didn't like the rocks. Smoothing before the rocks' layer wasn't an option to get the ground displacement out of the rocks, as the whole river disappeared then. I will smooth out the basic terrain instead, and add small displacements after the rock, inversely blended by the rocks themselves. If the small ground displacements are necessary anyway. I want to have mostly smooth rounded rocks in the water, so that's next. And some (more) large boulders at the sides. Regarding vegetation: I made some new grasses, tried the (fall) spruce, but I have to think of something else.... work to do.
Here are the latest iterations:
2
3
Getting very close now, more bubbly foam perhaps and some thing bothers me about the lichen on the rocks, needs a slight texture maybe.
wow its incredible, could you share us a node view to learn how you did this?, very convincing water, congrats !!
Hi Dune,
Looking good :-). I'm a trout fisherman and have spent a lot of time fishing small mountain rivers like that. I would suggest stretching the foam out a bit downstream. At the moment it feels like it's not really giving enough sense of movement downstream, and a stretch like that looks like it would be quite fast moving.
Regards,
Jo
I like Jo's advise. The foam seems to be occurring at the proper locations. This will be a fantastic final render when you get it all sorted out. (Looks very close now!)
this is really starting to look really good now
i kayak in my spare time and enjoy kayaking rapids like these you have rendered.
just needs a boat/canoe/kayak going down the rapids and getting stuck on the rocks ;)
Quote from: zaai-three-nine on November 01, 2011, 08:46:24 AM
this is really starting to look really good now
i kayak in my spare time and enjoy kayaking rapids like these you have rendered.
just needs a boat/canoe/kayak going down the rapids and getting stuck on the rocks ;)
http://forums.planetside.co.uk/index.php?topic=13420.msg132356#msg132356 (http://forums.planetside.co.uk/index.php?topic=13420.msg132356#msg132356) :D
this is progressing nicely...
Looking very fine but I personally prefer the rock texture from the image at the very start of this thread myself....can't wait to see the final . .. ...
You really want this kayak, Inky? I've got one, but it's without a pilot. If someone has a hand, I'll stick it out of the rapids somewhere behind the kayak.
Quote from: Dune on November 01, 2011, 12:20:49 PM
You really want this kayak, Inky? I've got one, but it's without a pilot. If someone has a hand, I'll stick it out of the rapids somewhere behind the kayak.
lol...funny...it's your call Ulco, it looks great as it is progressing now...with or without the kayak/scubadiver!!!
I really like this. I agree with Jo, the foam needs to be stretched out a bit more. It took me a bit to figure out which way the water was flowing. Even with the visual queue of the big mountain, I thought the stream was going the other way. But after I looked a bit more I figured it out. In real life I don't think it would ever be hard to see which way a stream was flowing.
I like the plover/killdeer on the rock, but I don't think I've ever seen one by itself before, maybe add a few more.
If this was animated, the stream direction would be very obvious. Ulco has beaten many of the hurdles I had, and failed at.
Really out standing Dune! Im staring to get a little jealous when visiting this web site, but then again its clear you all work real hard so good for you. One criticism though, the shore line of the river does not appear to be wet, this is hurting the image imo.
Thanks, guys. It takes days to get it right to be honest. Here's a version with (1.5x) stretched foam. Part of it anyway, as the little 'breakers' foam is assigned to the breakers themselves and they are stretched in the width of the stream. The foam around the rocks is assigned to the distribution of the rocks, and shifted half a meter downstream.
The guy is huge, which is off. The stream is 6m wide, by the way. The canoe is 3.5 meters, maybe a bit small. But this is about the water anyway. I've added more rocks on the riversides, but I think to make them smaller, or several sizes. Or some huge ones, I don't know. This one took 2.5 hours @detail 0.5 and AA 4. It needs higher settings, but not at this stage.
Brilliant!!! glacier melt water tends to be more opaque, whilst creek water is more brown and spate water opaque and brown. This looks more like it should be glacier melt runoff and so less transparent.
very nice results so far!
agree with Wallli...excellent!
Next iteration, but still not satisfied with the extra rocks on the shores...
Excellent
I like the one with the dude and canoe but would have just added the reflection to those rocks in the water...brilliant, or have i already said that . .. ...
This is fantastic...any chance those water shaders will appear on NWDA?? J
I was just thinking about doing a set of rivers for NWDA, so you guessed my thoughts, Jonathan. I got another idea yesterday and made this version with a downhill stream. The only problem I now encounter is that I can't assign a wet river's edge by height (distribution shader). I would need a method where I can take the water's height, add 10 cm and use that as a mask for the terrain. Picking my brain like mad, but it may even be impossible. Maybe the blue node heroes know, or maybe I'll come up with a solution after all. This is masked the same way as the river, just a little wider and without the water area itself.
The 'older' version is on the shelf for now, here's the latest.
Best yet! I've been trying to set stones at a lake edge without using height distribution but have failed. would be very useful if some one can solve this.
For a lake edge the distri shader would be the best option, I'd say. Together with a PF for some scattering maybe.
i'd probably buy that :)
Quote from: Dune on November 04, 2011, 02:58:38 AM
I was just thinking about doing a set of rivers for NWDA
i think i like downhill stream more than the rest i think
awesome work dune!
The downhill stream is the best yet. I found the large fake stones farther from the stream bed looked odd in the other renders. These seem to fit into the scene better.
This is what I tried before. I found that I could not 'get' the altitude for the water without blue nodes. I don't know how to combine them, or use them much. Simple stuff I can do. Determining the water height based on slope and elevation is beyond me.
This is really coming together. Keep working. Remember, you pioneered using the simple shape shader for so many things. I think you'll be able to work this out also.
Quote from: Dune on November 04, 2011, 02:58:38 AM
The only problem I now encounter is that I can't assign a wet river's edge by height (distribution shader). I would need a method where I can take the water's height, add 10 cm and use that as a mask for the terrain.
Could you use the exact same blender for the reflective layer as you have to determine the river's cut but, in the reflective layer(which I imagine would be using a reflective shader as a child), make it slightly wider with a transform and then visit the displacement tab of the layer to add an offset of 0.1, without any other displacement functions? That should just lift the entire mask up by 10cm, shouldn't it, regardless of any other displacements that come before, i.e. the slope of the river.
I think even just widening the cut mask without adding any offset would work, actually. It will appear whether it is high or low up a slope and only to the extent of the transformed width.
EDIT; I see now that this is just what you have done, sorry. See the previous post, though, about adding an offset to the already sloped river mask.
Yes, but thanks. It's not hard to make a 'vertically projected' mask from some SSS. I started out using the color adjusted 'river cut out' SSS, then the shiners also came from the river bottom, which wasn't nice, so I merged the center out. Then decided it would be easier to use a doubled 'border SSS' to cover just the edges. But then stones in the center of the river aren't shiny at all, and all stones at the edge are, even if they stick out of the water a lot. Best would be a mask that adds ten cm to the water height :'( :'( I'll have another look at it, maybe the offset would work, but I doubt it.
wow your rapids goes better and better, i really love the foam as it seems to get a "fake" motion blur and therefore really realistic, congrats as always
Final. Time for something else.
I'd say well done and successful in what you were working on mate...I'm in awe. .. ...
Just found a solution for the water's edges on a slope, so it'll be part of the package if I can fit it in with the rest.
yep, the corkscrew bird strikes again !
I did some more rivers, not all successful, but trying to get it right. The angled zero distribution isn't (so far) usable for this. I wish there was a way to get the altitude of the final water and transfer that info to the land as a height mask. There must be! Back to work now...
Looking great Dune...I just wish we could get water flowing down hill, but that seems to be a holy grail of landscape programs that's still being chased . .. ...
Well, these are running downhill, but you have to carve out the river by hand. Unfortunately it doesn't just follow the lowest areas... I wish it was that easy...
great rapids!
what about a little 'dipper' for a close up?
:)
Quote from: Dune on November 17, 2011, 06:23:50 AM
Well, these are running downhill, but you have to carve out the river by hand. Unfortunately it doesn't just follow the lowest areas... I wish it was that easy...
Ah ha...so I see by re reading the thread...a learning .tgd would be nice to study if you wouldn't mind . .. ...