Working on another beach scene...
Well well well, that's really awesome! Tell me those foamy tiny waves are not photoshopped please. I have been wondering how to achieve those...
Very nice. On 2nd, i like the small stones line which suggests the tide effect.
Biggest stones seems too big for me.
I am sure it is not photoshopped. Usually, i use several altocumulus layers for foams. Ulco may have another technic but indeed it is nearly perfect.
Many subjects on the forum about this.
David
Looks awesome Ulco!
Really like the wavelines and debris line on the shore
A standing ovation...encore! Encore!
More perfect than I can aspire to at this point...you are a water master Ulco....
It's not photoshopped... it's a photo :D No, it isn't. Took me quite a while though to get what I wanted, and not satisfied yet. The foam ridges are just slightly warped height restrictions in a surface shader, added together with a transform merge (2 times actually) and with some foamy fractal, a patchy fractal and reflective shader over it. The upper foam ridge has the same upper height as the surface layer that carries the RT reflective shader. There you go.
If one can touch perfection, we all know his name....
Keep your birds and let away the wagon I'd say..
Bring back the mood from your 3rd picture, the lightning is phantastic and looks near photoreal.
Great stuff Ulco, as always! :)
I sense that one of these days you will be writing a book about your evolution with Terragen ...superb work here on these beach scenes.
I just made the wagon, so I plumped it in, but I agree it's out of place. The birds are too dark, have to check that out. I also don't like the waves yet, and the gravel is a bit too monotonous and rough. I will get to this again, but experimenting with a lake scene right now without a water layer on a plane, but on one planet. I must find a method again (I did it before, but have to find it) to increase 'low, not flat, space' between the tops of a sinus, like so: _____^______^______^_____ instead of ^_^_^_^_
2 more, but I lost some shine in one. These are without lake, by the way, just one layer.
By the way too; I figured out what I needed with the sinus.
These are extraordinary!
The last two are absolutely brilliant!
V2-2 nails it
Yeah, but just not yet. Now it's ok, with the washed out area around the pole and without the ugly small ridges.
And another setup, with water on a plane.
Can look at these latest images for hours ... as always, very professional work.
So have you figured out yet how to make the waves follow the shoreline instead of forming a straight line? I know this issue came up some time ago. The foam still looks a bit too solid to me up close, but overall it's excellent of course. I can smell the saltwater just looking at this :)
well the post one kicks butt...really like the detailing around the post area myself...wow is my only comment on the water....
It's quite interesting to figure out how to make water without a water shader. The problem I have with the lake/plane/sphere waterbase is that there's always a sharp end, while in fact water creeps up a little (adhesion) to stuff (rocks, etc). But the problem with this setup (here's one again without water shader) is that you miss the transparency. It's faked, by having the ground color only overruled by 'sea colors' in deeper water, before the RT reflective shader takes over. I will experiment with translucency of the default shader and the Lambert shader, but have no high hopes. I would probably have to take the ground colors (with fake stones and all) and have them color the shallow water without the displacement, perhaps witha tiny shift (transform shader), like the water shader does. But then you miss the sun's influence. Just thinking aloud...
Can you not just apply this stuff on top of a Water Shader?
- Oshyan
On top doesn't work if you mean the water shader, it will black out all previous color. If you mean another plane (lake, plane, sphere, planet), yes that I can do and did, but this will slide into the planet's surface and might pop up where I don't want it. The nice thing here is that I can exactly define the upper/outer edge of where the water should end.
With a large angle between water surface and shore, it's easy, and an extra plane is better, but with the very fine 'slide' of water over the sand, this works quite well.
There ought to be a way to fix the "blacking out" problem. Using the water shader is going to be the only way to get proper transparency, which should enhance realism a good amount.
- Oshyan
I'll keep on experimenting......
Well I'm rooting for ya man, the closest I've seen to lake water yet....
2 more
Very good. Better than reality, but just like it's real, if this makes sense. Beautifully done.
The shore effect is working gang busters but I have issues with the larger waves looking more rock like than wave like...Perhaps transparency is needed?
Yes, it's kinda muddy, but it's not a water shader. I have to bring this into another surface (sphere/plane/lake) and use a water shader.