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General => Image Sharing => Topic started by: Dune on January 18, 2021, 01:57:18 AM

Title: water and rocks
Post by: Dune on January 18, 2021, 01:57:18 AM
As the title says, a study of water and rocks. The water is a bit course, as I didn't raise the subdiv settings. Rocks are not good enough yet, though. Some nasty bits.
Title: Re: water and rocks
Post by: WAS on January 18, 2021, 02:05:14 AM
Wow, so this setup really does make a difference in a real scene. The contrast between water and the wet rocks is nice. Looking forward to seeing where this goes.
Title: Re: water and rocks
Post by: Dune on January 18, 2021, 02:10:57 AM
I saw that you had a similar setup as I had made for the reflection mask. It's pretty simple, actually, but the tricky thing is indeed the fact that white displaces a wave out of it's own white space, so to speak. So you have to stretch Y and adapt animation variables. I stretched by 5x only, which was sufficient. But it does work nicely indeed.
I also warped the foam a bit by the rocks.
Title: Re: water and rocks
Post by: WAS on January 18, 2021, 02:14:12 AM
Yeah it seemed really straight forward with my initial thought and was puzzled by results for a while. I tried some function approaches but without being able to target an asset like the water plane, its hopeless as those key functions will always derive from the planet id anything is linking to it
Title: Re: water and rocks
Post by: DocCharly65 on January 18, 2021, 02:34:10 AM
That's a nice study!

I don't have the eyes for the details you criticize yourself. The only thing I could mention is that the foam on the water could have a more detailed structure. Or you want the water look like a long exposure image then I guess  the waves would be extremely smoothed and stretched in the direction of flow and overall quite blurry.
Title: Re: water and rocks
Post by: Dune on January 18, 2021, 03:47:05 AM
Yes, the foam is just simply white. I have some foam setups with half translucent, displaced bubbles and all, but they take an awful long time to render, so I don't use them for studies. This was just meant a test to make a wave dependent altitude mask to rule out underwater reflection of rocks.
Title: Re: water and rocks
Post by: Hannes on January 18, 2021, 05:07:35 AM
Amazing!!!! Nevertheless I have the impression, that the wet areas of the stones should be a little darker?
Title: Re: water and rocks
Post by: Dune on January 18, 2021, 07:20:11 AM
I darkened to 0.75, but maybe a little more can do no harm. Here's another test, still without water (13mins). You can clearly see the mask working.
Title: Re: water and rocks
Post by: Hannes on January 18, 2021, 07:45:22 AM
Great!! Of course the reflection brightens up the rocks again from this angle, so I guess it's OK.
Title: Re: water and rocks
Post by: Dune on January 19, 2021, 02:34:39 AM
And with water, render time 2 hours longer, with subdiv set at 0.5. Which btw isn't much different from 0.25. At least 0.75 would be better.
Title: Re: water and rocks
Post by: N-drju on January 19, 2021, 08:07:11 AM
I think the (under)water color was better in the first example. Sort of a soft, dark sandy surface.
Title: Re: water and rocks
Post by: Dune on January 19, 2021, 08:21:39 AM
I thought so too.
Title: Re: water and rocks
Post by: RichTwo on January 19, 2021, 03:03:23 PM
It's far better than anything I could do like this.  But I also like the original better even if not perfect.
Title: Re: water and rocks
Post by: DocCharly65 on January 20, 2021, 12:12:28 AM
Quote from: RichTwo on January 19, 2021, 03:03:23 PMIt's far better than anything I could do like this.
I absolutely echo this.

I like the stony ground :)