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View Full Version : Realistic water little help pls


oobievision
03-13-2009, 02:20 PM
Im trying to create this odd perspective with realistic bahamas type water.

heres my failed attempts. also the sketch from the client

4dartist
03-13-2009, 02:57 PM
Using a Sky to reflect is helpful. Find a free wrap-able sky dome image online and put it as a textured background or onto an object that doesn't cast shadows but surrounds the entire sky.
-If you use a textured background then use a tiny black image as the backdrop image in the compositing tab, this will make the sky not render.
-If you use an object, then select it and check 'visible to camera' in the object properties so it doesn't render.


Water also has a fresnel effect, some people know a crap load about this, but for me I just either use the fast fresnel filter in the waters surface properties or put a gradient in reflection channel and use incidence angle as the input parameter. Basically as you look straight down on water you don't see any reflection but as you look off into the distance at the water the reflection is very strong. Watch Surf's Up too... that'll inspire you.

oobievision
03-13-2009, 03:32 PM
but the issue is that im having to use a fisheye lens to get the perspective that the client is asking for

cagey5
03-13-2009, 03:36 PM
Can you model it to give the perceived perspective? At the end of the day you're trying to match a sketched idea that may not be possible with real perspective shifts.

4dartist
03-13-2009, 03:53 PM
Oh sorry I though you were asking about water. Uh, ya keep the camera angle around the default and change the model to make the tapered shape. I'd just do some scaling, but hit 'n' for numeric options and put on a fall off. You can probably get it to look exactly like the sketch if you work at it. Then you won't have such a crazy fisheye lens camera.

kinda like what cagey5 said.

bazsa73
03-13-2009, 04:21 PM
http://farmlab.org/uploaded_images/mono-lake-1-724052.jpg
http://www.celebratewa.com.au/files/generic_sidebar/Lake_3_cropped_2.jpg
http://www.signallake.com/gifs/110202XSignalLakeCanoeTrees.jpg
http://s35.photobucket.com/albums/d184/troutnut1/?action=view&current=LakeMary3.jpg
http://www.anders.com/pictures/public/04-views/14%20-%20Lake%20Tahoe%20-%20California.jpg

oobievision
03-13-2009, 06:08 PM
lol well I still asking about the water, but incidence would go out the window with the camera angle lol, ill try to model it according to the sketch im sure that would prove a pain

oobievision
03-13-2009, 06:12 PM
heres some water ive been working on. found a tutorial on it. kinda close to what im looking for

rikperni
03-14-2009, 10:09 AM
heres some water ive been working on. found a tutorial on it. kinda close to what im looking for

Looks nice :) , can you post a link to thit tutorial?

Ciao
Riccardo

4dartist
03-14-2009, 12:32 PM
I wouldn't mind seeing that tut either. :)

oobievision
03-16-2009, 07:43 AM
Sure here the link
http://www.luma.co.za/labs/2006/10/15/lightwave-water-test/

oobievision
03-16-2009, 07:44 AM
for the missing file just use the object thats there its the same one just before the save increment

oobievision
03-18-2009, 11:57 PM
ok so here the latest render I got

indi456
03-19-2009, 05:49 AM
but the issue is that im having to use a fisheye lens to get the perspective that the client is asking for

oobievision
03-19-2009, 09:17 PM
?? I said that

Amurrell
03-22-2009, 07:20 PM
Heh :)

alexos
03-23-2009, 04:14 AM
I believe you could get something resembling your client's sketch if you used shiftcamera, with a wiiiide lens and - here, let me try... yeah, it seems to work... but you also need to slant forward your text a little and adjust its depth accordingly. Your water would probably look horribly fisheyed then, so perhaps you could render the two objects separately and comp them.

ADP.

corny
03-23-2009, 06:35 AM
How to have a nice curve on the edges???

4dartist
03-23-2009, 09:33 AM
either add polygons or turn it into a sub-d object. Just a guess anyways. If you do sub-d's you may need to turn the subdivision order to last in layout object properties.

corny
03-23-2009, 11:04 AM
i try....cannot work..i try to get waves and curve edges...

4dartist
03-23-2009, 11:58 AM
Maybe you can be a little more specific on what you are trying? If you ask for help, providing details will help people trying to help.

4dartist
03-23-2009, 12:24 PM
Ok, I opened the tutorial files, here is the problem. The original mess has no detail, thus the creator is using sub division surfaces to obtain the mesh density for the displacement. The problem is that the procedural textures are causing the sharp edges and since sub-ds are used before displacement to make enough polygons it's not being used to smooth the surface. No matter how high you put the sub-d lvl (even 100) it'll show those edges.

Really the way they have it, is good for the looking at the top of the water. If you really want to see the slice edge and want it smooth then here is 1 solution:


Go back to modeler and subdivide (I do NOT mean turn into sub-division surface), I mean actually subdivide it to create more polygons. Maybe once or twice, now when you set 'Sub Division Order' to AFTER displacement it will smooth out those edges.


These are just some ideas.. Other than using different procedural textures for the displacement, I'm not sure how to smooth out the ones already in use.

Here is an example of how it'll look. I did a bandsaw to add more more detail in the main part of the water, then hit shift-d to subdivide once. It's still a subdivision surface object though.

http://www.4dartist.com/cgtalk/wateredge.jpg

Once you understand Subdivision surfaces and orders you will become MUCH stronger in the ways of Lightwave. It's powerful knowledge.

corny
03-24-2009, 02:36 AM
Thank for helping...but will the subdivide cause more polygon?
i am trying to get uniform wave....for both side of the water....

4dartist
03-24-2009, 09:47 AM
That is exactly what 'sub-divide' means. Yes it will add polygons.

For a uniform wave, change the displacement maps. Make a image of soft black white black white black white etc. OR get "corrugate" procedural from http://pagesperso-orange.fr/dpont/plugins/Textures.htm

I'm sure there are more ways, but those 2 sound very easy to me.

kevman3d
03-24-2009, 07:00 PM
I'm sure there are more ways, but those 2 sound very easy to me.

Yup :)

Another one that I use a lot is to use the Ripples procedural in LightWave - Simply change it to 1 source, and set its wavelength to be as big as you need it. Then move its center far away so you get nice uniform waves in fairly straight lines. If you need it static, simply 0 out the wave's speed...

corny
03-25-2009, 05:40 AM
Hehe...thank you guys.....i finally get what me looking for..Thank for great help:thumbsup:



That is exactly what 'sub-divide' means. Yes it will add polygons.

For a uniform wave, change the displacement maps. Make a image of soft black white black white black white etc. OR get "corrugate" procedural from http://pagesperso-orange.fr/dpont/plugins/Textures.htm

I'm sure there are more ways, but those 2 sound very easy to me.[/QUOTE]

oobievision
03-27-2009, 11:02 PM
that came out pretty nice, but I was looking for more an ocean look so the wave ripples and deformations need to apear that there coming from different directions. that tutorial is a good start. I in the end to save time had to photoshop my end project along with reflections and to add foam on to the tips of some of the peaks of the waves. ill post later but only a portion of it is lightwave.

corny
03-30-2009, 11:07 AM
i will like to try something like what i circle on the pix....any idea how to do it???

4dartist
03-30-2009, 11:24 AM
This is tricky.. One way works good if the boat is going straight, you can make a displacement map for the water for the shape of the waves, attach a null to the boat, and then make the null the 'reference object' for your displacement image. Now the waves will follow the boat. Doesn't look so hot if it turns.

The white stuff you can do many ways, texture maps on the water and/or particles emitters.

corny
03-31-2009, 02:08 AM
hhmm....dun really know how to do it...wonder is there any tutorial on this??

thank
:)

4dartist
03-31-2009, 09:45 AM
Sometimes there isn't a tutorial and you just gotta try with what you know. If you learn particles and hypervoxels. If you learn texture mapping and reference objects. If you learn displacement mapping and sud-division settings. Put that knowledge together, I'm sure you can do it. There are tutorials for all of those.

corny
03-31-2009, 09:49 AM
hehee...thank..i only know modellng...not into other...maybe it time for me to pick up..;)


Sometimes there isn't a tutorial and you just gotta try with what you know. If you learn particles and hypervoxels. If you learn texture mapping and reference objects. If you learn displacement mapping and sud-division settings. Put that knowledge together, I'm sure you can do it. There are tutorials for all of those.[/QUOTE]

evolross
04-06-2009, 02:59 PM
i will like to try something like what i circle on the pix....any idea how to do it???
I had to make the wake from an aircraft carrier once. Texture maps worked really well. I created one from scratch in Photoshop. Use a clip map and project it on the Y onto the surface of your water, adjust its size and scale, then maybe use a null to control it and have it follow your boat.

My shot was from a decently far away distance so I didn't have to get too crazy with animation or detail.

corny
04-08-2009, 05:37 AM
hhmm...do u have a sample to show me???

corny
04-08-2009, 05:37 AM
Hi...do i have that scene for me to see??

I had to make the wake from an aircraft carrier once. Texture maps worked really well. I created one from scratch in Photoshop. Use a clip map and project it on the Y onto the surface of your water, adjust its size and scale, then maybe use a null to control it and have it follow your boat.

My shot was from a decently far away distance so I didn't have to get too crazy with animation or detail.[/QUOTE]

evolross
04-10-2009, 02:18 PM
Sorry, I don't have the scene. It was for a company I once worked for. And it was classified on top of that! :)

Basically you just draw out what a wake would look like if you were looking straight down on it. Then put it on a flat polygon, use a clip map, and put the poly into your scene. Or you can try putting the texture right on your water as well. You'll need to use a clip map though. This can be created in Photoshop. If you don't know what that is, try searching around the forum.

arsad
04-10-2009, 04:29 PM
get creative with hypervoxels, displacements and plugins like ripple_s.
I did this test in the mid / end 90th with LW 5.5

http://www.arsad.de/3d/video/boot.mpg
just observe and try to recreate the illusion...

ps. the plugin can be found here:ripple_s (http://saw-web.com/old_contents/plugins/lw7/ripple_s/ripple_s.html)