sediment in water

Started by TheBadger, June 05, 2015, 09:51:21 PM

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j meyer

Yes of course Bobby,I got that.
Should have made it clearer that my remark was a general remark rather and
not especially meant to be a reply to your post alone,sorry.
No real volume (3d) effects without objects floating beneath the surface,and still no
volumetric lighting effects and the like.

TheBadger

^^ Right, so clouds are the only, sorta, non tricky way to do this, other than the fact that I would be using clouds as water.
LOL I will try everything. I am still messing with the terrain/river shape ::)
It has been eaten.

bobbystahr

Quote from: j meyer on June 10, 2015, 02:13:23 PM
Yes of course Bobby,I got that.
Should have made it clearer that my remark was a general remark rather and
not especially meant to be a reply to your post alone,sorry.
No real volume (3d) effects without objects floating beneath the surface,and still no
volumetric lighting effects and the like.

I think I was in the grip of mentalpause when I posted and could have left out the italics and underlining. and that last phrase. Sorry for my tone...hey we're  getting all Canadian in this forum, heh heh heh ..."Canada...the World's Apologist"
something borrowed,
something Blue.
Ring out the Old.
Bring in the New
Bobby Stahr, Paracosmologist

Oshyan

Volume Density *is* the way to do this *unless* you want to be below the surface of the water, in which case you have bigger problems since TG's water is fundamentally not volumetric (so nevermind being able to affect the density of it, it just isn't volumetric). No need for clouds, that's super hacky, again as long as you're above the water. If you want to be below the water, better off using an extremely modified atmosphere (high haze, blue color).

- Oshyan

TheBadger

I will stay above water for sure, or I may drown  ;D
It has been eaten.

bobbystahr

Quote from: Oshyan on June 11, 2015, 01:42:51 PM
Volume Density *is* the way to do this *unless* you want to be below the surface of the water, in which case you have bigger problems since TG's water is fundamentally not volumetric (so nevermind being able to affect the density of it, it just isn't volumetric). No need for clouds, that's super hacky, again as long as you're above the water. If you want to be below the water, better off using an extremely modified atmosphere (high haze, blue color).

- Oshyan

That's what I used in my Shark Scene a while back
something borrowed,
something Blue.
Ring out the Old.
Bring in the New
Bobby Stahr, Paracosmologist

bobbystahr

Quote from: TheBadger on June 11, 2015, 02:56:33 PM
I will stay above water for sure, or I may drown  ;D

hee hee hee
something borrowed,
something Blue.
Ring out the Old.
Bring in the New
Bobby Stahr, Paracosmologist

WAS

I wonder if there is a way to use a displacement layer and use it's function to then take the make form of the surface, and then scale it up a factor or so while also dissapating and warping it (to give it the sense the waves are just the peaks of the larger currents. Maybe my thoughts are being lost in translation.

bobbystahr

Quote from: WASasquatch on June 12, 2015, 12:32:54 AM
I wonder if there is a way to use a displacement layer and use it's function to then take the make form of the surface, and then scale it up a factor or so while also dissapating and warping it (to give it the sense the waves are just the peaks of the larger currents. Maybe my thoughts are being lost in translation.

I like the way you think...design a network and give it a try...watching this thread.
something borrowed,
something Blue.
Ring out the Old.
Bring in the New
Bobby Stahr, Paracosmologist

WAS

Quote from: bobbystahr on June 12, 2015, 07:16:05 PM
Quote from: WASasquatch on June 12, 2015, 12:32:54 AM
I wonder if there is a way to use a displacement layer and use it's function to then take the make form of the surface, and then scale it up a factor or so while also dissapating and warping it (to give it the sense the waves are just the peaks of the larger currents. Maybe my thoughts are being lost in translation.

I like the way you think...design a network and give it a try...watching this thread.

I've tried numerous "ideas" but not able to achieve the desired looks. I am just not familiar enough with the functions to be able to capture the surface shader and utilize it to get what I want to plug into the volume density. However did make some nice oil and muds. Lol

TheBadger

QuoteHowever did make some nice oil and muds

Please post images of it. It may be more relevant than you thought, especially the mud.
It has been eaten.

WAS

Alright I'll redo it. I was force-closed do to being accidentally focused on a scale step input. xD

TheBadger

This is the river. It is the base of my terrain (first node)
[attach=1]
I first made this for the Iceland contest, but have readopted it for this more focused project, I mean specifically for using sediment in a scene.

Here is a mid level shot with major terrain shapes
[attach=2]

Here is a close up shot that should show the tropical desert feel I will eventually make clear.
[attach=3]

Lots of sand and stone and rocks and water planned for this one...
It has been eaten.

WAS

Quote from: TheBadger on June 14, 2015, 08:04:35 PM
This is the river. It is the base of my terrain (first node)
[attach=1]
I first made this for the Iceland contest, but have readopted it for this more focused project, I mean specifically for using sediment in a scene.

Here is a mid level shot with major terrain shapes
[attach=2]

Here is a close up shot that should show the tropical desert feel I will eventually make clear.
[attach=3]

Lots of sand and stone and rocks and water planned for this one...

That is some beautiful terrain! I really love those eroded flats. Just like iceland. I've been trying to do similar but, me and functions don't get along.

I'm really having issues with TG force closing on me with density fractals. Kinda getting annoying. One wrong integer slip.

WAS

I couldn't come up with what I had. Most especially in the surface form.