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iladi
05-07-2003, 03:16 PM
Please don't pay attention to the submarine. my focus was on the underwater atmosphere.

http://www.interactiv.rdsor.ro/pictures/underwater.jpg

smoke
05-07-2003, 03:20 PM
I think you nailed the underwater look. Excellent.
What settings/how did you do this?

JIII
05-07-2003, 04:11 PM
is that caustics or a volumetric light or what?

sniper-x
05-07-2003, 04:17 PM
howd u do that? did u make water or did u use lighting...please let me no!!!

AdamT
05-07-2003, 04:23 PM
It looks very convincing. My guess would be a light projecting the caustic pattern and the the same (or another) light using the same material to create the volumetrics.

iladi
05-07-2003, 04:28 PM
it is a volumetric light casting caustics. but i also use environment with fog activated. basicaly i extend the tut from maxon site and add a thin cube as the caustic generator (only transparecy 100% and bump -water shader); then an environment object with fog enabled. one light, visible, 200000 photons at 300% power. short render time only about 3 minutes on a PIV 2,4 at 800x600, best AA, 4x4.

sorry for the telegraphic information, but am not writing well at all in english.

iladi
05-07-2003, 04:33 PM
but is very strange that, if the transparency is not set to 100%, i get nasty artifacts on the ground shadows, almost no matter what settings i use for the shadow.

medula
05-07-2003, 06:48 PM
I'd say you have it for sure. Looks very nice. :thumbsup:

flingster
05-07-2003, 07:18 PM
very very slick...definitely got it down...:beer:

randyrives
05-07-2003, 11:19 PM
Very nice job. Was the render time bad?

glorydays
05-08-2003, 02:40 AM
he stated above that it took 3 minutes,
Iladi you did a great job on this

LucentDreams
05-08-2003, 07:48 AM
the water envionmetn is fantastic, but the sube doesnt' work in it. the environment seems shallow and almsot tropic, the sub looks very small because of this and the camera angle and perspective.

iladi
05-08-2003, 08:22 AM
@ kaiskai yes, i know.
the scene is just a study and i don't want to work on it anymore in the way of the submarine. in practice, it is more likely to change a little bit the env color, and continue the above water scene i am working for the moment. if i will carry on, i will try to model a scuba diver with a underwater spear gun, chasing for a fish.

this is the above water scene

http://www.visualart.ro/forum/showthread.php?s=&threadid=2732

bobtronic
05-08-2003, 09:17 AM
wow!!! really great looking atmosphere.
I am tempted to get my snorkel and flippers
and then to dive in.

Bob

iladi
05-08-2003, 03:23 PM
than u may want to take a look at my scuba scene, it has them all: snorkel, fins, glasses and a boat :) enjoy.

http://www.interactiv.rdsor.ro/pictures/holly1.jpg

iladi
05-09-2003, 09:27 AM
Still don't know why these artifacts appear when I lower the transparency from 100%. The artifacts disappear only when I increase the bias value a lot, but then the shadow is almost gone.
This is a soft shadow. With area shadow the artifact are not present.

soft shadow
transparency on
100% density
750x750 resolution
sample 7
bias 11%

JIII
05-09-2003, 05:31 PM
that looks like mesh if you ask me.

I am not entirely sure about his kinda thing but somtimes raydepth can help of course with caustics there arent rays really are there?

it could be some sorta uv thing also. have you tried using per-anders max uv plugin? that has saved my butt on numerous occasions.

kiwi
05-10-2003, 01:20 AM
Try aligning the normals,then optimize.If that does not work make a new floor and use a bezier nurbs,should solve your problem :)



Stu.

JIII
05-10-2003, 01:36 AM
have you thought of subdividing it a bunch of times?

try that.

iladi
05-10-2003, 06:52 AM
actualy i did all of this. and more.
tweak the ray depth, subdivide the ground, the normals are aligned, because the floor is just a plane deformed with the magnet. just tried with the bezier: the same. the artifacts are there no matter of casting caustics or not. is just related with a light, casting soft shadows and penetrating thru a transparent large and thin object (it is just a cube, a parametric one, but i try to make it editable, and the same).
when i turn the transparencyy back to 100%, the artifacts diseppear.

Per-Anders
05-10-2003, 07:31 AM
that's shadows bias problem (it looks like to me) try messing around with that in the volumetric lights settings. also is there actual mesh above? (i mean is the light actually casting through a water surface geometry, or is it just a texture applied to the light to get the shafts?) if it's geometry then those are caused by that. you have to deal with that mesh, the angles of the surface are causing shadows.

iladi
05-10-2003, 09:34 AM
it is a light casting through a cube (x=2500m, y=21 m, z=2500m; 1x1x1 segments)
textured like this:
transparency=91%
refraction=1.57
bump=water

light
spot round, 187%, shadow soft: density 100%, transparency, map 750, sample radius 7, bias rel 11%

floor is a landscape

iladi
05-10-2003, 09:36 AM
and with bias 31%

no shadow

JIII
05-11-2003, 03:12 AM
hmm i also had probles with landscape once. I think the way i sloved it was to up the number of polys, But I can't be sure about that.

bobtronic
05-11-2003, 03:41 AM
I would try to increase the shadow map above
1000x1000. I don't now the dimesions of your
scene but I experienced shadow artifacts if the
scene is really big or if the light falls in a bad angle.

Bob

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