almost

Started by mhaze, January 26, 2013, 09:42:38 AM

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mhaze

Getting closer.  Foam around rocks and the spray need work - give me a week to polish.  Has any one any ideas as to getting more movement into the spray?  I've used localised clouds but I can't seem to warp, bend or shear the spray, any tips?

Hannes

Wow, this is really great! I like the spray. Clouds with low quality settings look a lot like spray with droplets. The noise seems to be a little bit vertically stretched?!

mhaze

#2
Cheers, yes, you're right it is vertically stretched. I was trying to get a sense of movement to it. The spray is something I need to experiment with.


Oshyan

I think the sea foam looks *superb*. Very realistic indeed. I only miss the eyes of some of those poor birds. ;) (I know they're there in the model/texture, but they are not terribly visible in some of the bird poses, and it looks odd)

- Oshyan

masonspappy

#5
QuoteI only miss the eyes of some of those poor birds. ... 

So, that would make them See-less Gulls?

;D ;D ;D

I do agree the foam looks fantastic!

Dune

You coincidentally got the same idea as I did regarding the spray, funny. I think you should keep the spray modest, regarding the wave height, fatter maybe, and less stretched. I used some simple shapes to restrict the 'clouds' then warped them. I also had some foam in the water itself to warp up quite severely and even sideways (twist and shear shader), but that took so *** long to render that I threw them out.

mhaze

Cheers all, the eyeless seagulls annoy me too. I'll sort that one out in the final iteration of this.

I used localised clouds but found them hard to work with so I'm planning to try the SSS instead.

I've just found a very old book full of wonderful and evocative landscape photos by the mountaineer and photographer Frank Smythe and I want to move on to trying to emulate one of those but I must finish this first.

Should keep me busy...

Tangled-Universe

I'd keep the localized cloud, just for the sake of render speed.
If you mask by distance shader or sss TG still needs to test the entire planet's cloud layer to see where the distance shader/sss applies --> slower.

To make it easier to work with them just set up a new separate camera which looks down upon your scene.
Then let the preview render finish and point your mouse in the 3D preview where you want your localized cloud to be.
Right click your mouse and select "copy coordinates" and paste those into your cloud's localization position parameters.
That's it, ubersimple.

I like the spray as it is. If I may I'd suggest to add warp to the density fractal.
Easiest starting point is to use the warp function from the fractal itself (last tab).
The scale that warp function works with is the lead-in scale.
Say, if the spray is 2m tall then set the lead-in scale of the fractal to 1-2m. Then play with warp strength.
Changing lead-in scale may change coverage of your fractal, so you may need a re-seed.

Ultimately you could duplicate the fractal and have each warp at a different scale/strength, then merge and then use that as density function for your cloud.

Of course you can also warp using the warp shading in conjunction with a redirect shader to control which direction the warp is going.
Endless possibilities :)

Cheers,
Martin

mhaze

Cheers Martin thanks for the help, I need it. Thanks also for the terralive conference I've just been watching the recordings - learnt a lot of useful odds and ends, very useful.