View Full Version : A water shader
maggog 03-04-2003, 08:53 AM Evening people, I need some of your help. I am trying to create a shader in Maya that I can project onto a horizontal plane, but to look at it from above it has the illusion of depth. I am trying to create swamp water with a small tranparency near the top but as you go deeper it becomes dark and more opaque.
I have had not much luck yet so any ideas you can offer will make me smile, and I could really use a smile right about now.
Thanks, ~M~
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I know very little of mapping in Maya (or other package:)), but how about this:
Blend a water texture and a green-brown color together, apply it to the top of the water and use lights to reach the darkening effect near the bottom.
hope this helps you a bit.
http://www.nextlimit.com/productsflowtracer.htm
bambam
03-04-2003, 07:25 PM
have you tryed using env fog
there a water/sky preset if you set it up right you could use a plane for the water surface and have the fog fade to dark just below the plane
you also might be able to do the same thing with a fluid container put just below the surface of the water ... might be slow to render though
maggog
03-04-2003, 09:50 PM
Thanks for the feedback. What I working on is using a cube primitive with the fog shader and ramping the transparency. It needs tweaking but I think it will give me the look I want.
~M~
Duncan
03-05-2003, 12:24 AM
If you raytrace the water then the transparency is relative to the depth and you should get the desired effect. There is the parameter "lightAbsorbance" under the raytrace attributes to control this effect, although if you use an ocean shader the transparency directly controls the opacity with depth( providing you raytrace ).
Duncan
soulcollector
03-05-2003, 09:01 AM
I'd use a volume shader under the water surface...
I have a shader called "submerge" in softimage 3d that does this effect...It's one of a few from a shaderpack called lumetools.
http://newsletters.digimation.com/Jan09-02/FeaturedProduct1.asp
These shaders was used in the makeing of Myst and Riven...and i think my company was one of few that actually bought the shaders... I had direct contact with the coders and gave them idéas and feedback until the shaders worked fine for me :)
http://www.dpwr.net/illustrated/rivnotin.html
:D
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