View Full Version : FXWars! THE OCEAN!: Mathieu Gérard

03 March 2006, 10:12 AM
I enter this challenge in the open ocean category. I will send a WIP which shows passes I use to render sea.
Software used : maya 7, mental ray and AE


03 March 2006, 10:26 AM

As I said here is passes I use to render my sea. It includes spec, reflection, diffuse lights, color, and final composite. It was a long way to breakdown maya ocean shader but I succed in what I needed, therefore it not so fast I intented (max 3 min for reflection pass in 768X432 on a atlhon 34000+). I will post a QT of my all simulation in color mode just to show you the overall movment of the simulation.


03 March 2006, 12:38 PM
A quick test of compositing, juste color reflection and diffuse, no spec.
I need to paint a matte for the bg. I am now rendering the main passes and hope completed this shot until next week. The final version will be more sharper in terms of details (for this test I used a less displaced plane).

Hope you like it.


03 March 2006, 12:05 PM
Franchement t as assurer ...
Je trouve que ca claque carrement ...

Great job

Cheer and good luck for the end of your studies...

Mais ca devrai aller...:thumbsup:

03 March 2006, 08:44 AM
Merki ca fe toujours plaisir :)
Thanks for the comment.


03 March 2006, 07:07 PM
VERY NICE! I think you really have the motion nearly perfect. The only thing I feel isn't quite realistic is that with that much motion I think there would be a few very small ripples. It just feels a little bit too perfect. Over all though it really is extremely good!

03 March 2006, 11:39 PM
Hope to see an update soon. The dateline is fast approaching, so you have enought time to render the final scene.


03 March 2006, 07:01 PM
Well renders are already done, and compositing is nearly finished. I will post some pictures from final renders.


03 March 2006, 02:57 PM
Well, it s nearly finished, just final touches and editing (not the most complicated). The final shot is made from 3 differents plan, it is the same ocean simulation see at different position. Hope you like.


03 March 2006, 05:44 PM
wow :applause: . Excellent, great shots, and the colours... amazing, cant wait to see the final piece. :thumbsup:

03 March 2006, 04:12 PM
Nice entry.

Dont forget to post it on the voting thread when you are done.

FXWARS: THE OCEAN: Post your Entry! (


03 March 2006, 12:16 PM

Well it's done you can view the final result here : (16 mo)

MIRROR : (16 mo)

Critics and comments welcome.


03 March 2006, 01:00 AM
Great simulation man!
How did you create that marvelous sky?
Did you just map a picture onto to a sphere?
The water has awesome reflections in it.


La classe quoi!!


03 March 2006, 12:41 PM
Bravo ! C'est magnifique ! Chapeau bas, je m'incline !

You're the best

03 March 2006, 01:38 PM
....would love to see the clip, but do you have an alternate web host?

This hotel is giving me an estimated 20-30 minutes left....

- Jonas

03 March 2006, 04:36 PM
Well, thanks to all, it's nice to read your comments

Cobrax : the sky is a matte I did from differents pictures and then simply mapped on a plane.

Jussing : I have put the video file on an other ftp, hope it will work faster :


03 March 2006, 07:33 PM
Thanks, that's a great entry. :thumbsup:

- Jonas

03 March 2006, 12:12 AM
great job man. you got my vote

03 March 2006, 12:38 AM
Gorgeous, I love the atmosphere of the piece. :thumbsup:

03 March 2006, 02:44 AM
great job..i love the look and feel of the atmosphere you created. i love the colors and camera shots

04 April 2006, 04:42 AM
Amazing!! I know this would involve a very complex answer but if you don't mind my asking, how did you make the water?? (the ripples and movement...) I've always been puzzled with how people achieve those kinds of results for water. Thanks

04 April 2006, 01:56 PM
Thanks for comments guys :)

MauF > Well its not so difficult if u use maya ocean shader :) You have to play with it to get what you need but its not so complex. This shader is physically based so you just have to set up wavelengths, frequencies... and the shaders output displacement values on an appropriate tesselated nurbs plane. The most difficult part here was to shade the geometry as I want without using the maya ocean shading properties.


04 April 2006, 09:41 PM
Aghh too bad for us 3dsmax'ers hehe. I'm gonna look into that anyways. Thanks man :thumbsup:

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