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General => Terragen Discussion => Topic started by: sjefen on September 24, 2007, 06:36:53 PM

Title: Underwater Scenes
Post by: sjefen on September 24, 2007, 06:36:53 PM
On Terragen 2's Frequently Asked Questions page you will find this one:

Will it be possible to render underwater scenes?
Yes, it will be.

I was just woundering how this will work. Will it be like whenever I take my camera under the sea, or lake, it will become a underwater scene like in the picture below? (I'm taking about the greenish depth). Or do we have to tricks an mix to pull it off?

http://upload.wikimedia.org/wikipedia/commons/thumb/8/8a/Plitvice_underwater.jpg/800px-Plitvice_underwater.jpg (http://upload.wikimedia.org/wikipedia/commons/thumb/8/8a/Plitvice_underwater.jpg/800px-Plitvice_underwater.jpg)
Title: Re: Underwater Scenes
Post by: dhavalmistry on September 24, 2007, 06:42:25 PM
I am guessing it will only be possible to do once the transparency is implemented.....making underwater scenes are gonnna be tricky.....it will be challenge to get underwater algae and rock formations....
Title: Re: Underwater Scenes
Post by: sjefen on September 24, 2007, 06:56:55 PM
Yes..... but it will be fun ;)
Title: Re: Underwater Scenes
Post by: cyphyr on September 24, 2007, 07:03:52 PM
I'm sure that this is connected to the implementation of the transparency however I doubt it will have the automatic depth effect you seek. A more useful way forward would be to use the atmosphere controls to simulate depth haze in a similar way. That way you could simulate different kinds of water, tropical, murky, tidal etc. Cant wait :D
Richard
Title: Re: Underwater Scenes
Post by: sjefen on September 24, 2007, 07:28:07 PM
Then I don't think it's fair to say it can do underwater scenes. It's more like: you are able to render even if your camera is under the water. It will become more like a workaround, and I look at a workaround's as a more fake way to get the desired result.
Maybe I'm wrong. It's just my impression.
Title: Re: Underwater Scenes
Post by: cyphyr on September 24, 2007, 07:41:50 PM
Surely with any digital art its all really just a work around ... If we get the results we're looking for then what dose it matter how we actually get there (so long as its not too tedious). I'd love to be proved wrong but I know true under water environments are particularly difficult to achieve with the same level of accuracy and subtlety that we're used to in TG2. It would not too be hard now to make a passable under water scene now but as you say iot would require a lot of workarounds. I might have a go later :)

Richard

hehe Just had a quick attempt and got no where ...  fast lol
Loads of Haze, I mean loads (5000+) and as many things as I could think of to cast some sort of caustic shadows/highlights
Title: Re: Underwater Scenes
Post by: sjefen on September 24, 2007, 08:07:23 PM
You are right. When I think about it, it dosen't really matter how we get there.
But I still hope there will be options for underwater scenes :P
Title: Re: Underwater Scenes
Post by: DanD on October 10, 2007, 05:46:59 PM
Umm,Up the haze amount 7 or 8 to start with add a high plane, texture that with any water surface texture, adjust haze height till it meets the plane,add color, and Viola !!! underwater scene
Title: Re: Underwater Scenes
Post by: sjefen on October 10, 2007, 06:15:00 PM
I understand this is one way to get there, but I don't think it's right. Atmosphere is not the same as water if you know what I mean. For example.... I don't think the light in the atmosphere and the light in the water is getting calculated the same way. I hope you understand me ;D

EDIT: Doesn't Vue do underwater scenes?
Title: Re: Underwater Scenes
Post by: Will on October 10, 2007, 06:18:54 PM
kinda, its just a transparent terrain or an infinite plane with a material, you have to raise the haze levels to get a convincing shot.
Title: Re: Underwater Scenes
Post by: Cyber-Angel on October 10, 2007, 06:22:36 PM
If your going to do underwater scenes and rendering then you are going to have to look at treating water as a participating medium http://www.schorsch.com/kbase/glossary/part_med.html due to the particulate mater found in water, sediment, phytoplankton etc and the way light scatters through water when your under it.

My understanding is is that light underwater is involved with multiple scattering not just single scattering in the forward direction that some papers on rendering underwater scenes would include in their models and should not be included in Terragen if at all possible.

Type "Participating medium for underwater rendering" into Google brings up some interesting papers on the subject for any one wishing to learn more about the current state of thinking and I may suggest that the Methodology employed by Terragen be a combination of several differant methods to produce the most realistic results.

Regards to you.

Cyber-Angel       
Title: Re: Underwater Scenes
Post by: sjefen on January 18, 2008, 12:21:47 PM
So.... what does the Planetside team have to say about this?
Title: Re: Underwater Scenes
Post by: Matt on January 18, 2008, 07:55:42 PM
The first 2.0 release will render transparent surfaces, so if the camera is above the water you will be able to see underwater and if it is underwater you will be able to look up and see out of the water in some places.

The attenuation of light underwater (due to participating media) can be simulated pretty well using appropriate atmosphere settings, but this is not an ideal solution for two reasons: there is no way to prevent the underwater atmosphere from reaching above the surface of the water, and the default settings are not designed for underwater scenes. Nevertheless, it is already possible to render convincing underwater scenes.

Beyond version 2.0, I think we may develop a new volumetric object type for Terragen (similar to the cloud layer or planet atmosphere) which is specifically designed to render underwater volumetrics, i.e. it will be possible to contain the volumetric medium below a particular height so that it does not reach above the water, and it will come with presets for a few different types of underwater conditions. Behind the scenes it will work very similar to the planet atmosphere or cloud layer, but it will make it easier to render realistic underwater scenes that fit in with the rest of the scene.

Looking further into the future, I hope to get the the underwater volumetrics to respect the water levels defined by other water objects such as the Lake object, but that will take longer to develop.

Matt
Title: Re: Underwater Scenes
Post by: sjefen on January 18, 2008, 08:18:53 PM
Thank you very much for the answer Matt. Looking forward to this.
Title: Re: Underwater Scenes
Post by: Cyber-Angel on January 18, 2008, 08:41:23 PM
Matt,

Will the initial system permit the creation of what are known as "God-Rays" those shafts of light seen just below the surface under certain conditions, or would this only be possible with the volumetric system planed for the future?

Regards to you.

Cyber-Angel   
Title: Re: Underwater Scenes
Post by: Matt on January 18, 2008, 09:21:01 PM
In the real world this happens due to the refraction of sunlight by the surface of the water (resulting in higher light flux where light rays cross each other), and that will not be simulated directly. However, by projecting caustics maps or other shaders into the water it should be possible to fake this effect, so we will probably add some tools to make it as easy as possible to project images and shaders into the water volume to create this kind of effect. It's too soon to say when we might be able to do this.

Matt
Title: Re: Underwater Scenes
Post by: AndyWelder on January 19, 2008, 04:16:44 PM
"Atmosphere is not the same as water if you know what I mean."
Well, actually it is!, atmosphere is very thin water, clouds are thicker atmosphere (or less thinner water). And in TG2 it can act like water.
The spheres in the attached image are floating on a cumulus cloud that looks more like a liquid. Or do I have too much imagination? ;)
Title: Re: Underwater Scenes
Post by: bigben on January 20, 2008, 02:18:44 AM
Clouds also give you greater control over altitude/thickness.  Cap it with a transparent water surface and there should be some scope for simulating some subsurface effects
Title: Re: Underwater Scenes
Post by: rcallicotte on January 20, 2008, 02:42:06 PM
No, not too much.  How did you do that?


Quote from: AndyWelder on January 19, 2008, 04:16:44 PM
The spheres in the attached image are floating on a cumulus cloud that looks more like a liquid. Or do I have too much imagination? ;)
Title: Re: Underwater Scenes
Post by: AndyWelder on January 20, 2008, 03:33:49 PM
Cranked up the values for 'Edge sharpness' and 'Coverage adjust' to give it the look of a distinct puddle and played with 'Cloud density' for the transparency.
The way the whole scene is lit contributes to the result of course, the lighting can make or break the scene.
The attached .TGD is not the one from this scene, I went on looking for something else but the cloud settings haven't changed, they're the ones used in the 'Stoned6AgainClouds3D' image. Hope this is of some use.
Title: Re: Underwater Scenes
Post by: rcallicotte on January 20, 2008, 10:55:17 PM
Thanks, Andy.  I'll try the TGD.  Thanks for helping us learn more. 
Title: Re: Underwater Scenes
Post by: matrix2003 on October 03, 2008, 06:41:28 PM
[attachthumb=#]

Finally got around to playing with this!