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!
The foam looks fantastic. Any chance for sharing the settings for the pattern?
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.
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
Cheers all
Like the idea of the blue hint to the foam will explore. tgd going up, sans birds now.
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!
If you need help then drop me a line.
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?
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.
I've just added some greenish/blue colour to the water using the sub-surface vol1 colour and density settings - works fine.
Aye, but I want to make the greyish, upswelling foam bluish.
Looks great!
lots of nice details here! Its cool.
Foam are superb!
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.
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.
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.
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.
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...
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
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
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.
You can do this for bluish water near rocks:
Interesting - that might well be it.
Very nice image mhaze ! :)
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
QuoteIts density can be controlled by a function
Totally forgot about that. Thanks, Matt.