View Full Version : FXWars! Lighthouse & the wave : Jignesh Jariwala (FreeForm)

05 May 2009, 02:24 PM
Hi everyone,

it's been a long time I participated in FXWars. I am going to do this challange and I will use lighthouse model I created previously for lighthouse challange.

You can see lighthouse rendered image here. and

it's a point bitsie lighthouse if I remember. I will dig more in files later to see this model.

All the best everyone.

05 May 2009, 03:30 PM
Good luck Jignesh

06 June 2009, 02:43 PM
Thanks nguyen!

I am working on this in my free time. So I will not be able to update this thread regularly..

I have done lighting and shading of the scene. I will post rendered image soon.. it's still needs some foams and dirty lighthouse setup..

Also today I worked on initial setup for particles. I used particle flow and using it in 3dsmax 2009. I will add more large spray, small sprays etc. later.. Also will put render still of ocean(which has kinda foams) and lighthouse soon.

Here is the video :

06 June 2009, 07:06 AM
Here is the update to particles spray, just given more wind to travel particles further on rocks towards lighthouse and also posting still image render, still needs to add foams around rocks. and some more foams... :)

EDIT : Forgot to mention, I am not using any plugins, except krakatoa will be used for particles...

video link :

Image :

06 June 2009, 07:16 PM
your foam looks amazing man, is it krakatoa ??

06 June 2009, 08:53 PM
wow! the sea/foam shader is great! :thumbsup:

06 June 2009, 04:58 AM
Thanks guys!

ocean shader is procedural shader made using A&D material. Foam is done with foam texture map and masked vertically, so it appears only on ocean peaks.

06 June 2009, 08:04 AM
Nice water foam and waves

06 June 2009, 04:35 AM
Here is the little Krakatoa Voxel render test for water spray pass with ocean.

link :

Still needs to work on many things, like adding foam around rocks, wave foams spray, dirty look of lighthouse etc..

I might not able to finish before time. But I will finish this for sure.

06 June 2009, 05:40 PM
Here is an update on wave crash on rocks..

I reworked on setup a bit. Here is an image, I am going to render it now..
I used voxels in krakatoa..

06 June 2009, 04:04 AM
Here is the rendering of final white water spray.... I am now kinda limited to use low poly geometry for collision object. I wanted to use pretty high poly rock geometry for water collision but it's taking 24 mins per frame and I am out of time.. So I am now going to work on mentalray render of image. though I might do few more krakatoa spray pass..

Here is the link :

image :

06 June 2009, 04:30 AM
did u render by Krakatoa also?

06 June 2009, 04:37 AM
did u render by Krakatoa also?

06 June 2009, 04:38 AM
Yes, I rendered with krakatoa and particles are done with pflow.

I used Voxels in krakatoa.

06 June 2009, 09:01 AM
Update :

I am rendering now mist pass with krakatoa. Few frames rendered so far . so I made composition with spray pass. Again I used pflow and Krakatoa.

Here is the video :


06 June 2009, 03:49 AM
one more white water pass....

link :

06 June 2009, 06:44 AM
So I started working on mentalray render. I added foam around rocks and rendered frame 50 with mentalray.

Below is composition of frame 50 with particles, no color correction, motionblur or DOF yet.


06 June 2009, 07:45 AM
Looks great.
I think it's very wise you splited wave into several passes that act differently. That could add a lots of realism. I like your render also, and the materials you used.

You've menage to get pretty cool results with Pflow and Krakatoa. What is the material you used for particles? And I am not sure did you have motion blur in there? If you don't, will you add motion blur in post (velocity channel), or you will render it from 3DS Max?

Keep up the great work. :)

06 June 2009, 09:17 AM
Looks very promising! The krakatoa voxels work great, just the timing is a bit off, it should be quite slower at this scale, and you should get rid of the blobs. You can also create a more interesting lighting scenario, would really make the shot. Keep on it man!

06 June 2009, 09:26 AM
d4rk3lf : Thanks! I used standar material for particles. I am using voxels in Krakatoa. I have motionblur applied to particles there. I am going to add motionblur to lighthouse and ocean by velocity chennel later on.

Hristo : Thanks man! Yes, I am kinda limited to use low poly geometry of rock becoz of particles collision. I don't have much time left now but probably I would had added more drag force to slow down a bit. I havn't done compositing yet , I gonna have to play more with lighting.

06 June 2009, 04:44 AM
Nice Jigu :) I agree about the speed, I saw the post from the Frantic Forum, I had no idea of the scale, it's about perfect if it were a splash 5-8 feet high, after seeing the lighthouse though, think it will look too quick too. Great job none-the-less though :)

Maybe dump the speed in post :shrug:, the action you have looks really great ;)

06 June 2009, 06:24 AM
Thanks Johnny. Yes I am thinking the same to slow it down in post. Now I realize why it happened becoz of high gravity I needed and no drag force was used.

I didn't have much time to save particles..otherwise it could be possible with krakatoa playgraph. I will do it in post.

Also rendering now in mentalray, added motionblur using HDR motionblur shader and also changed rock texture..

so by tomorrow I will post my entry..

Thanks guys for the support! :)

06 June 2009, 11:32 AM
NAME: Jignesh Jariwala



This is my entry to CGTalk's FXWars challange 25 : Lighthouse and waves.
I used 3ds max 2009 for this. Particles are done with particle flow and rendered with Krakatoa in voxel mode. And beauty pass was rendered with Mentalray. Sorry for edges flickering, coz I had to use 1-4 AA settings for final animation as using higher AA setting was taking 15 mins per frame. I hadn't have much time left to render out. So I kept 5 mins per frame rendering time. I hope you will enjoy it.

ANIMATION LINK: 72 MB (Right click "Save Target As")


EDIT : Updated animation with spray pass happening with rises of wave.

06 June 2009, 02:54 PM
great render! but i think the simulation is not believable.. the energy of the foam is not the same of the waves.
and your scale is very tiny, proportionally with the stone. its just my opinion.
equally amazing job of shading and render!

06 June 2009, 03:42 AM
great render! but i think the simulation is not believable.. the energy of the foam is not the same of the waves.
and your scale is very tiny, proportionally with the stone. its just my opinion.
equally amazing job of shading and render!

well I had to really rush with this in last week. Things I would like to correct that white water spray to match with waves. And I have seen example in which wave is moving very slow and generating this much water.

To correct , I must have spray spawning when wave is up and colliding with rocks. right now particles are spawning when wave is down.. I missed this.

Also I had thought to put multiple spray collision pass but time wasn't permitted.

What do you mean by scale is very tiny? Do you mean lighthouse is small according to rocks and lighthouse should be bigger than this in scale?

I have shown just frontal part of stones. and lighthouse behind it. So I kinda cheated to hide back area of stone and land where lighthouse is there.

06 June 2009, 05:06 AM
I am rerendering spray pass to match with waves... Hope it will render before timeline..

06 June 2009, 01:53 PM
I updated the animation... I rerendered spray pass which now happens with rise of waves. (when wave collide with rocks)

06 June 2009, 07:31 AM
Every FX person needs a good solid fundament in Newtonian mechanics :) F=m.a always, which in your case means that you'll either need a fast wave, or a big wave, to create that amount of impact. Fix that, and the blobbyness, and you're cool ;)

06 June 2009, 07:35 AM
ha..... if I remove timewarping in combusion... I get that fast wave which I had originally... I will try that as not much time left. It's kinda lazy to get back to done work.. :P ...hehe

EDIT : Blobbyness is due to big voxel size... I think I would lower it.

06 June 2009, 10:17 AM
Here is the reference image shows , less moving waves and less high in height but still strong sprays are spawning.. :)

06 June 2009, 11:05 AM
Do you have any footage reference? That is just a still :)

06 June 2009, 11:10 AM
I already posted before :) ..

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