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General => Image Sharing => Topic started by: mhaze on January 20, 2013, 04:47:54 AM

Title: more foam
Post by: mhaze on January 20, 2013, 04:47:54 AM
Unashamedly inspired by Dune.  Birds - Noggin's seagulls from Daz3d, limpets me, will post model later.  I did have a crab or two in there but they didn't show up well so I abandoned them.  Oh for a conforming kelp model!
Title: Re: more foam
Post by: Hannes on January 20, 2013, 05:02:46 AM
The foam looks fantastic. Any chance for sharing the settings for the pattern?
Title: Re: more foam
Post by: Hannes on January 20, 2013, 05:40:17 AM
Some suggestions: maybe the water could have a slightly blueish tint where it's kind of milky (see this link:
http://cdn.c.photoshelter.com/img-get/I0000yeiZrW5m1YE/s/860/860/20120703-Point-Sur-Lightstation-moonrise-tour-MG-5443.jpg )
and if you'd place some small localised cloud layers right where water hits the rocks, you'd have some nice spray.
Title: Re: more foam
Post by: Tangled-Universe on January 20, 2013, 05:45:35 AM
Jeez, this looks so awesome! I absolutely love those rocks, fantastic!
Great water and foam also.
I agree with Hannes that you may try adding some blu'ish subsurface tint.
What I also like is that the seagull's are doing different things and aren't obvious populated or otherwise look repetetive.
The atmosphere fits the scene well too.

Gotta say again I really dig this one :) one of the nicest I've seen lately!

Cheers,
Martin
Title: Re: more foam
Post by: mhaze on January 20, 2013, 06:02:05 AM
Cheers all

Like the idea of the blue hint to the foam will explore. tgd going up, sans birds now.
Title: Re: more foam
Post by: mhaze on January 20, 2013, 07:13:18 AM
You can use the same technique to create foam around rocks in a river by using the displacement to vector node driven by a fake shader.  It's not too accurate but is better than random placing of the foam.

BTW the blue tone is proving hard to achieve!
Title: Re: more foam
Post by: Tangled-Universe on January 20, 2013, 07:17:29 AM
If you need help then drop me a line.
Title: Re: more foam
Post by: Kevin F on January 20, 2013, 07:25:54 AM
Great scene, love the rocks and foam. The birds look a bit plastic like though, could you apply a tiny bit of bump mapping with a tiny tiny bit of stretch along the body from head to tail?
Title: Re: more foam
Post by: mhaze on January 20, 2013, 07:36:17 AM
Yes Kevin - but I'm lazy!!!! and TG is not good at loading the bump maps automatically so I have to load them by hand, however I'll add some and see if it works.  Thanks TU tgd is up in file shareing - I'm trying to add some colour from the blue nodes but it's not srtong enough.
Title: Re: more foam
Post by: Kevin F on January 20, 2013, 07:43:07 AM
I've just added some greenish/blue colour to the water using the sub-surface vol1 colour and density settings - works fine.
Title: Re: more foam
Post by: mhaze on January 20, 2013, 08:16:03 AM
Aye, but I want to make the greyish, upswelling foam bluish.
Title: Re: more foam
Post by: Kadri on January 20, 2013, 12:45:14 PM

Looks great!
Title: Re: more foam
Post by: TheBadger on January 20, 2013, 08:12:41 PM
lots of nice details here! Its cool.
Title: Re: more foam
Post by: Martchi on January 20, 2013, 11:44:00 PM
Foam are superb!
Title: Re: more foam
Post by: Dune on January 21, 2013, 03:30:50 AM
Great result, Mick. My only crit would also be the 'plastic' birds. Thanks for sharing the limpets, they're a great addition to renders like this, and with the rotation features they stick to the rocks perfectly.
Title: Re: more foam
Post by: mhaze on January 21, 2013, 04:20:55 AM
Here's a blue version with less plasticy birds - some of them seem to have too much displacement so I'll have to do yet another render.
Title: Re: more foam
Post by: Hannes on January 21, 2013, 05:00:11 AM
Quite an improvement. But I think the blueish tint would look best where the milky water is. So make the milk blue ;)
Maybe the displacement of the birds is a little bit too strong. Or too large. At the moment they don't look like plastic anymore, but a bit like plaster.
Title: Re: more foam
Post by: mhaze on January 21, 2013, 05:25:35 AM
Cheers Hannes - I've been trying to make the milky uprising water blue but haven't found a way yet.  The birds should be better on the next render.
Title: Re: more foam
Post by: Hannes on January 21, 2013, 06:08:09 AM
Funny! Without knowing, what I am doing I added another blueish (density 0.3, colour light blue) water shader and connected it by a merge shader which was driven by something I was hoping to be the right thing.
Image one: the result. The water is blue where it's supposed to be, but the rest looks like a biblical plague, and I don't know why :(.
Image two and three: the settings...
Title: Re: more foam
Post by: mhaze on January 21, 2013, 07:08:40 AM
Yeh, I had that happen to me on one of my experiments not sure what's going on. The foam bit looks good though. I think I have a way to do it but I'm going to have to rewrite the whole surf setup
Title: Re: more foam
Post by: Tangled-Universe on January 21, 2013, 07:30:44 AM
Hi Mick,

May I have a try at this one?
I have some ideas on how to do this a bit more simple. Using the mix controller for merge shaders never really worked for me.
If I may, could you accompany it with a sketch on where you'd like to see the blu'ish accents?

Cheers,
Martin
Title: Re: more foam
Post by: mhaze on January 21, 2013, 07:49:20 AM
Sure TU go ahead.  I've found a solution but it ain't elegant.  Just connect the ouput from the colour to greyscale node to the density 1 input on the water shaders The bluish tint needs to be where the greyish upswelling foam is close to the rocks, see Hannes image.
Title: Re: more foam
Post by: Dune on January 22, 2013, 03:54:19 AM
You can do this for bluish water near rocks:
Title: Re: more foam
Post by: mhaze on January 22, 2013, 06:32:00 AM
Interesting - that might well be it.
Title: Re: more foam
Post by: Jo Kariboo on January 22, 2013, 10:29:26 AM
Very nice image mhaze !  :)
Title: Re: more foam
Post by: Matt on January 22, 2013, 12:30:10 PM
Ulco, could you try your technique with the "Volume" controls in the water shader? Its density can be controlled by a function. "Volume 1 colour" can be white, but when this combines with the "Decay tint" which you would set to a blueish colour you get a more chromatically rich range of colours. White-ish where the volume is most dense and blueish where it it fades away. The intensity of the colour will depend on the relationship between Decay distance and Volume 1 density. That sounds a bit complicated, but think of it as some white material (the "volume") suspended in a blueish water ("decay distance" and "decay tint").

Matt
Title: Re: more foam
Post by: Dune on January 22, 2013, 01:34:35 PM
QuoteIts density can be controlled by a function
Totally forgot about that. Thanks, Matt.