Water tS5.2 scene

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Water tS5.2 scene // New Users

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Post by glhalleck // Apr 10, 2008, 5:18pm

glhalleck
Total Posts: 12
:)Hello,


Is there a "painless" way (tutorial or ?) for a REAL newbie:( to make water for a scene I'm creating in tS5..? Thx

Post by spacekdet // Apr 10, 2008, 6:08pm

spacekdet
Total Posts: 1360
pic
Here's a couple that I found searching the 'old' Forum:

One (http://forums.caligari.com/discus/messages/1584/18759.html?WednesdayMay1820050643am)
Two (http://forums.caligari.com/discus/messages/1584/15559.html?)
800 More hits on the word 'Water' (http://forums.caligari.com/scripts/discuscgi/board-search.cgi)

Post by glhalleck // Apr 10, 2008, 7:08pm

glhalleck
Total Posts: 12
Thx Spacekdet....guess I should look around a little more on my own, before cryin' for help. Looked for a while, then got tired (lazy). I'm pretty new to ALL of this stuff. Thx again!

Post by jamesmc // Apr 10, 2008, 8:57pm

jamesmc
Total Posts: 2566
I don't have 5.2 loaded up anymore, so had to do this in 7.51 model side with lightworks as the render engine.

I like to use Fractals (http://en.wikipedia.org/wiki/Fractal) for in making water because it provides that Fresnel (http://www.3drender.com/glossary/fresneleffect.htm) Effect when you render the scene out.

The other thing to consider is the Refraction Index for Water (http://robinwood.com/Catalog/Technical/Gen3DTuts/Gen3DPages/RefractionIndex1.html). Here's a General Index for Refraction (http://robinwood.com/Catalog/Technical/Gen3DTuts/Gen3DPages/RefractionIndexList.html).

Here's the texture I used, it's fairly low resolution and one probably needs a huge texture map for the scene size that I used to avoid pixelation ( see bottom of rendered image for blocky texture.)

Post by jamesmc // Apr 10, 2008, 9:00pm

jamesmc
Total Posts: 2566
I used a glass shader for the base and used the texture map in the above post as a bump map (should have made a normal bump, but was lazy.) :)

On the second layer, I used the texture in the color and used it as a bump map as well.

See settings below:

Post by jamesmc // Apr 10, 2008, 9:07pm

jamesmc
Total Posts: 2566
I then used a variety of bulb lights to give the scene the effect I desired. I put blue lights (dark blue tint) in the back of the scene and yellowish to light orange bulbs in the front. The lower right shows the influence of the yellowish orange bulb light that gives it the appearance of murkiness or perhaps being more shallow.

I added some primitives with a slight bump on them (used the same fractal texture btw) to give something to reflect.

I added a cube with the same texture as the cube on the surface and stretched it out to the size of the plane. (Since the plane which is the water is transparent, it needed a background to distort the image further)
So, to summarize
Fractal Texture
Bump Maps on Glass Layer and Texture Layer
Crank up the Reflection Value a bit
Set the Refraction Index Value to your Pleasure or by value
Add lights to the scene and make them different colors (usually darker blues in the back of the scene, more yellowish - orange towards the front of the scene.)The yellow elongated spheres under the water are simulated fish. :)

Could probably use a Gaussian blur post process to blur out the blocky pixelation, but it is better to use a large map 4000X4000 (if a large scene) so one won't get that pixelated look and use a lossless format (TIFF)

Post by jamesmc // Apr 10, 2008, 9:13pm

jamesmc
Total Posts: 2566
Forgot to add, fractal textures/shaders are good for a lot of things, snow, soil, metal, etc.

Oh yeah, this is just a method I use. There are probably a gillion methods out there. Some 3D software has built in water shaders and can be animated.

edit: added post-process image using gaussian filter and edged out some red colors to give the image a different/smoother look.

Post by Blue Bellyfluff // Apr 10, 2008, 9:26pm

Blue Bellyfluff
Total Posts: 19
:)Hello,


Is there a "painless" way (tutorial or ?) for a REAL newbie:( to make water for a scene I'm creating in tS5..? Thx


With Truespace there are many ways...this is mine.


Drop your lighting (I usually use a IBL to light the entire scene and a spotlight for those nice soft shadows).


Create a cube and flatten it (10x10x1 for example).


Now for the material.

Select the glass shader in the reflectance thingy.

You can now select a bump wich looks like water. A good starting point would be the 'wrapped rough' bump. Tweak the settings to your likings.


Now you can play with the color (more blue for tropical water of brown for sewers etc).


For animated water you can use the Dosch animated water textures in the color and bump department. Let me know if you need these.


All I can say for the rest, tweak and tweak again, and don't be afraid to experiment. Good luck!


below is my scene and quick render, enjoy

http://www.multifire.nl/truespace/water.zip

http://www.multifire.nl/truespace/water.jpg

http://www.multifire.nl/truespace/water2.jpg

Post by Blue Bellyfluff // Apr 11, 2008, 2:58am

Blue Bellyfluff
Total Posts: 19
you can also make a great orange with that very same watertexture :D


http://www.multifire.nl/truespace/orange.jpg

Post by jamesmc // Apr 11, 2008, 6:49am

jamesmc
Total Posts: 2566
Sorry, couldn't get the Pool Joy, Pool Toys and Pool Boy joke out of my head, so had to make a swimming pool using the same technique described previously. :D

Post by spacekdet // Apr 11, 2008, 7:03am

spacekdet
Total Posts: 1360
pic
you can also make a great orange with that very same watertexture

All good stuff so far, keep it coming.

Blue Belly, I liked your orange render, but something about it kept giving me doubletakes.
I finally figured it out during lunch... the guts of the orange are rotated 90 degrees from the location of the navel/ stem!
Slice it the other way and rescan it, or move the navel.
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