Just made this quickly to incorporate into a scene I'm working on.
It's a watershader with a density function, followed by a surfacelayer which adds slight cracking.
Then the snow is added.
Pretty basic, but still 23 nodes already...
By the way, the red thing is a 1m sphere to asses transparency etc.
Cheers,
Martin
good work but I think the ice needs to be more reflective.....
Quote from: dhavalmistry on December 02, 2010, 10:32:24 AM
good work but I think the ice needs to be more reflective.....
Yeah I was a bit in doubt about that already. It's at 0.5, so I'll try 0.7 for starters.
Thanks :)
you'll not get that ball back before spring!
nice to see higher res when this is completed!
keep up the good work Martin!
On the other hand...I think upping reflectivity for this type of ice is perhaps not so good.
My aim is a bit like this:
http://lh3.ggpht.com/_WYRS9pNKNsM/Rk6j2_0RLLI/AAAAAAAAAcU/Iwsb89KTt6c/s912/113%20Tioga%20Pas%20bevroren%20meer%20langs%20de%20weg.jpg (http://lh3.ggpht.com/_WYRS9pNKNsM/Rk6j2_0RLLI/AAAAAAAAAcU/Iwsb89KTt6c/s912/113%20Tioga%20Pas%20bevroren%20meer%20langs%20de%20weg.jpg)
Thanks Jason :)
Here it's partially in action in a small crop of the image it will finally be used in.
I inverted the crack profile, because I just find it cooler :) lol
Dhaval, the reflectivity is 0.1 here. Still pretty reflective I suppose. What do you think?
yes its weird.....I guess we miss the blur reflection feature....but its looking very good
Quote from: dhavalmistry on December 02, 2010, 12:44:06 PM
yes its weird.....I guess we miss the blur reflection feature....but its looking very good
It's not that weird I think. The first image I posted has a camera facing downwards, as the latest crop faces a bit upwards.
This hugely influencess the result of reflections.
With some snow...getting somewhere now...
oh that extreme displacement is killing my eyes and the image ;)
coming along good....the snow still needs some "wet" look....and perhaps some specular highlights on ice?
Really convincing, looks great. I like the edge blending of the snow layer on the flat ice. Cool!
Quote from: dhavalmistry on December 02, 2010, 07:54:20 PM
oh that extreme displacement is killing my eyes and the image ;)
coming along good....the snow still needs some "wet" look....and perhaps some specular highlights on ice?
Ghehe yeah...you caught me there...occasionally these show up unfortunately.
I'll see what I can do about the speculars. The surface is quite smooth and lacks rough features which would facilitate specular highights.
I even doubt if blown snow would have such a wet and shiny look, guess not.
Quote from: dandelO on December 02, 2010, 07:58:30 PM
Really convincing, looks great. I like the edge blending of the snow layer on the flat ice. Cool!
Thanks :)
Fun thing is, is that I got smooth patches like in my very first picture, but that those patches where displaced as well by the cracks.
So I inverse blended the voronoi with the PF which makes the patches, adjusted the breakup and coverage a bit unusual and then this was the result :)
Daannnng! Those last two are awesome! I love the lighting, shading, and reflectivity. Too bad about the exploded geometry though.
Looking really nice, aside the exploded geometry. I know what you're doing this for and I think it's a good idea. ;D
- Oshyan
Do you really need a water shader for this? Would a default shader (translucency and stuff) not work as good, and be quicker to render? Just an idea....
Quote from: Oshyan on December 02, 2010, 10:46:08 PM
Looking really nice, aside the exploded geometry. I know what you're doing this for and I think it's a good idea. ;D
- Oshyan
Thanks Oshyan!
I just rendered "that" whole scene with it and it is pretty awesome :)
Quote from: Dune on December 03, 2010, 03:01:24 AM
Do you really need a water shader for this? Would a default shader (translucency and stuff) not work as good, and be quicker to render? Just an idea....
If I wouldn't need the subtle reflections then I'd definitely used a default shader. Good point you have there.
I might experiment with that anyway, just to see where I can get.
Cheers,
Martin
Looks really good Martin. That water shader is a bastard on rendertime when you blend it.
Looking forward to seeing the whole thing.
Default + reflective and RT on might do it nice and quick.
hm. if you want cracks in the ice, maybe you should try to use something to continue the cracks under the surface of the ice.
like here: (https://s3.amazonaws.com/cs-theprovince/CommunityServer.Components.ImageFileViewer/CommunityServer/Blogs/Components/WeblogFiles/cancer/2084.icefrozenlakebike.jpg-550x0.jpg?AWSAccessKeyId=0TTXDM86AJ1CB68A7P02&Expires=1291408728&Signature=aEiuw0lqb3dL12aat10olRbXIxw%3d)
Quote from: Dune on December 03, 2010, 09:24:19 AM
Default + reflective and RT on might do it nice and quick.
Correct, but I would still require raytraced reflections to get the trees reflected for example. Basically a default + raytraced reflective = watershader.
This is important for POV's like this, which face towards the horizon.
If the POV faces downwards then reflections are less likely to be so well visible, then default + non-raytraced reflections would be a faster alternative.
Quote from: Goms on December 03, 2010, 12:39:40 PM
hm. if you want cracks in the ice, maybe you should try to use something to continue the cracks under the surface of the ice.
like here:
Ghehe, yeah that would be awesome :) Unfortunately that's not possible since the volumetrics for the water shader is fake.
just explored that too. meh :D
I don't miss the cold of winter; but, I certainly enjoy what you have done here Martin.
The water will also be computing *transparency* unless you've turned that off. My assumption, given the rest test sphere in an earlier image, was that subsurface details were meant to be somewhat visible, otherwise it may indeed be a waste to use a water shader.
- Oshyan
Yes that was meant to make it visible. With real ice it would also have been visible, likely.