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View Full Version : Help me please!Ocean Shader base on the variant of the blend polyplane


shute789
04-04-2009, 05:45 AM
Hey, guy

how are you?hope everything is fine with you!

I have some questions about maya ocean shade ,which is connected with a blend Polygon plane.



I want to create a stormy ocean that base on the variant of the blend PolyPlane and the PolyPlane's material is Blinn that connected with Ocean Shade,so I cannot control the spray particle to create from the highest face of the blend PolyPlane. But I can create the particle with expressions "colorAtPoint" from the heighest point or RGB color of the Ocean Shade. How can I create the particle from the highest face of the blend PolyPlane? If I want to use the expressions "colorAtPoint", how can I connect the Ocean Shade to the blend PolyPlane? How does the Ocean Shade displacement base on the polyPlane and how to emit the foam of the Ocean Shade on the highest face of the blend PolyPlane shape? And the foam of the Ocean Shade on the blend PolyPlane looks terrible, because the foam texture on the blend PolyPlane was deformed by the blend PolyPlane.


These are all my confusions.

Best wishes!

your sincerely,

Shute

shute789
04-05-2009, 03:25 AM
Do you know and tell me please...:cry:

Bonedaddy
04-05-2009, 04:09 PM
I'm having trouble understanding you. Could you post pictures?

I think you're just trying to emit particles from the highest point on the surface? If you use colorAtPoint, couldn't you just project a ramp from the side (X or Z axis), so it would be brighter at the top? And emit accordingly?

Otherwise, you could bake the ocean displacement shader to some files, run a layer filter on them in Shake, Photoshop, Nuke, or whatever, and then use that as an emission texture.

Also: you could just loop through the vertices on the plane in an expression and check their Y transform, and emit off of that.

shute789
04-05-2009, 07:14 PM
Thank you for Bonedaddy indeed. Definitely.

I'm trying to emit particles from the highest point on the surface which is the polygon plane,so I called it "the blend PolyPlane"...A ramp is a good reminder...



How can I bake the ocean displacement shader to some files?



I cannot check the vertices Y transform on the blend plane,beacuse the vertices transform are always zero...



http://i39.tinypic.com/2s1m4if.jpg

Thank you indeed,
Shute

shute789
04-08-2009, 02:10 PM
:surprised :surprised :surprised :surprised:surprised

Duncan
04-08-2009, 10:38 PM
A simple method is to emit a large number of particles from the surface then in the particle creation expression immediately kill the particle by making its lifespanPP 0 if its position.y is lower than some threshold.

Duncan

thomwickes
04-08-2009, 11:14 PM
thats how i did it in that script on highend. it needs some tweaking but its a good starting point - see my sig.

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