need help with water puddle shader..

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  02 February 2013
(please move) need help with water puddle shader..

please move this thread to maya rendering


Hello
I am creating an environment in maya and could use some help on how to create a shallow
puddle of water in my scene. I have looked at a few tutorials (like the water tut on the master zap blog)
but the thing is I need the water to gradually get more shallow- I don't want a deep body of water.
Currently I am using the mental ray mia material x but I'm having trouble getting the waves and falloff look believable. The overall appearance of the water also looks kind of off.
I've attached a reference photo to show the look im going for as well as a render . Any help on to get this looking better would be appreciated!

These settings are exactly realistic but my water was showing up black when I had turned fresnel reflections on. You don't really need to be able to see through the water which is why I chose not to give it any transparency (although to get the same look as the ref I might need to? I am not sure)

I have physical sun and sky set up with these render settings. My scene size is about 45000 maya units long and 20000 wide.

screenshot tool isn't working so ill just type out my scene settings

mental ray settings:

final gather:
accuracy: 300
point density: .2
diffuse bounces: 3

filter:1
falloff start:27000
falloff stop: 35000

fg tracing:
reflections: 3
refractions: 3
max depth: 6

GI
accuracy: 50
(all other settings are default)


raytracing is on
raytrace reflections: 5
raytrace refractions: 5
max depth:10

shadows: 6
reflection blur: 3
refraction blur: 3

shadows: segments

mia material x settings:

diffuse

color: set to medium brown
weight: .1
roughness:0

reflection
color: white
reflectivity:1
glossiness:1

max depth: 5
cutoff threshold: .010
skip reflections on inside is checked off

Refraction:

IOR: 1.330
color: white
Transparency: 0
glossiness: 1


BDRF:
0 degree reflection: .678
90 degree reflection:1
curve: 6.186

An ocean texture is applied to the overall bump and a black and white tga is plugged into the cutout opacity.
Attached Images
File Type: jpg wipwater.jpg (64.9 KB, 24 views)
File Type: jpg ref.jpg (63.1 KB, 22 views)

Last edited by LRomel : 02 February 2013 at 09:43 PM. Reason: posted in wrong section
 
  02 February 2013
I think that looks pretty good. Try play around with anisotropy too.
 
  02 February 2013
Thanks,
Also I just realized this thread might be better suited to go in the maya rendering section. So mods feel free to move this thread to the appropriate forum topic

Last edited by LRomel : 02 February 2013 at 09:43 PM.
 
  02 February 2013
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