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Kenshin_X_66
09-22-2003, 11:54 AM
whassup y'all

any quick tips for a good looking underwater scene, i wanna see the seabed, and the bottom side of the surface if ya know what i mean, like your standing on the seabed.

i guess i need some fog and stuff like that too, anyone got a tute or just some settings i can steal

im not looking for finding nemo stuff but i want to keep it real (ish looking)

oh yeah, i need some of that dancing light thru the surface on the sea floor, i tried putting the underwater procedural on a spot for a proj image but it wouldnt go, image maps only, do i need to make an animated gif or something

cheers

munky
09-22-2003, 02:50 PM
see post below as I've screwed up attaching stuff

regards


paul

munky
09-22-2003, 03:01 PM
Hi there

below is a very rough scene that has some of the basics you'll need This is sort of how I'd do it only with much more refinement and a larger model as you can see the edges in this one. But it's a start and hopefully it will give you some help. For the water fx I'd get down your local pool with a DV camera or try to find something from say Digital Vision Or maybe I'll post some frames( only 72dpi I'm afraid) of the pool stuff I have.

I'm sure there are much better ways of doing it than this but it is fairly quick to do and doesn't look too pants. Anyway I hope this helps


regards


paul

Simon
09-22-2003, 03:03 PM
If you're on PC give this a whirl, it renders out images that are tileable and loop in sequence, load them as an image sequence into your spot light ... gives great results!! Looks better if you can run them through dfx or something like that first to blur/glow them up a bit ...

http://www.lysator.liu.se/~kand/caustics/

Alternatively go take some pictures of the M25, I think most of that's under water today!

munky
09-22-2003, 03:06 PM
Here is what it looks like

and if anyone want's to tell me how to attach more than one thing at a time that would be great


regards

paul

jeremyhardin
09-22-2003, 05:44 PM
There's a simple tip in the LW manual on how to view procedural textures in OpenGL (and spotlights requiring image maps.) using image maps and the image processing filter 'TextureFilter'. For those with LW 7 or greater, page 14.35.