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royterr
01-06-2009, 07:30 PM
Came across this tutorial (http://www.3dtotal.com/) (water surface) today wich teaches how to create a descent water surface in max/MR:

http://www.3dtotal.com/team/Tutorials_3/3dsmax_water_surface/images/Figure_12.jpg


I am trying to have the same result in Maya/MR, but it seems that the ocean (lume) texture in Max is unbeatable. i managed to get a similar shader with the mia_material,
by applying an ocean texture as a displacement and another bump texture for details since the ocean texture in Maya doesn't give that noisy effect on the water surface as in max.
I find the result pretty good, but there is something missing in the ocean texture, i just can't make it like the the 3ds ocean texture. any ideas?

http://sor.typepad.com/.a/6a00d8350600cb53ef010536b7aa8d970c-pi

JayG
01-06-2009, 07:37 PM
I think the version you made using the fractal bump hit it pretty spot on. It might be a little larger than the max version but I almost like it better. Are you trying to achieve that effect without using the fractal then?

The noise gives it that feeling of a slight breeze blowing over the water, the ocean texture in maya in your render has a neat effect as well but I definitely think the above looks better.

royterr
01-06-2009, 07:41 PM
Are you trying to achieve that effect without using the fractal then?
exactly, just like in max

acidream
01-06-2009, 08:31 PM
I think that the maya ocean shader can get the small little details like the lume shader, its just tricky to get the wave height graph right in the attribute editor. Make sure you have a high number of frequencies like 20 or more, and try to increase the wave height graph toward the left side (small frequencies).

Theodocious
01-06-2009, 09:09 PM
try using a layered shader and use two fractal (or ocean) maps on top of each other, one with low amplitude and high frequency, and one with high amplitude and low frequency... this is how we do it in houdini. if you then rotate one and animate it you get some really nice wave effects.