andy gee
03-01-2008, 01:31 PM
Hello 2 all
this is my first post in quite some time, so I hope somebody out there can help me
Ok I have a Nurbs plane 80 x 80 x 80 in scale in has a mental ray dielectric shader applied to it.
I have also applied a 2D ocean shader and plugged that in to the dielectric shaders
displacement channel.
Ok your probably wondering why im doing this if im wanting an ocean ? well I wanted an ocean which has the fresnel properties that water does from underneith.
I also have a great white shark which is animated that swims under the water also.
Now I have the look of my water how I want it no problem there.
Here is the problem, my nurbs plane is far to small for the fish. I cant group the fish element and scall that because it will look out of proportion to the waves. So Itried to scale the nurbs plane but im loosing displacement, If I start from scratch at the proper size I can't duplicate the same displacement and detail.
So Does anybody know of a method, of how I can scale the nurbs surface while mainting this detail across it ? (probably wondering why dont I try increasing the UV pattern of the Ocean shader, in its 2D node, well thats didnt work either)
I found a link about applying a multiply divide node inbetween the 2D texture and the displacement node. but tried that and I got close results but not what I have on the smaller nurbs plane.
So to some up, I need to have my displacement as it is repeated over a larger nurbs plane without loosing the detail.
have tried duplicating my small ocean plane, but im getting seams at the edges and when I connect them the displacement dissapears.
If anybody can help that would be great.
Thanks
Andy Gee
this is my first post in quite some time, so I hope somebody out there can help me
Ok I have a Nurbs plane 80 x 80 x 80 in scale in has a mental ray dielectric shader applied to it.
I have also applied a 2D ocean shader and plugged that in to the dielectric shaders
displacement channel.
Ok your probably wondering why im doing this if im wanting an ocean ? well I wanted an ocean which has the fresnel properties that water does from underneith.
I also have a great white shark which is animated that swims under the water also.
Now I have the look of my water how I want it no problem there.
Here is the problem, my nurbs plane is far to small for the fish. I cant group the fish element and scall that because it will look out of proportion to the waves. So Itried to scale the nurbs plane but im loosing displacement, If I start from scratch at the proper size I can't duplicate the same displacement and detail.
So Does anybody know of a method, of how I can scale the nurbs surface while mainting this detail across it ? (probably wondering why dont I try increasing the UV pattern of the Ocean shader, in its 2D node, well thats didnt work either)
I found a link about applying a multiply divide node inbetween the 2D texture and the displacement node. but tried that and I got close results but not what I have on the smaller nurbs plane.
So to some up, I need to have my displacement as it is repeated over a larger nurbs plane without loosing the detail.
have tried duplicating my small ocean plane, but im getting seams at the edges and when I connect them the displacement dissapears.
If anybody can help that would be great.
Thanks
Andy Gee
