sea and ocean texturing

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  09 September 2013
sea and ocean texturing

when watching the sea or the ocean you see some break up . some imperfections. how do you texture this? what kind of masks should i use? is this the reflection or is this dirt in the water?

thanks for the help
  09 September 2013
Those are usually not done with texture as I understand. It's a bit more complicated than that.

- Best way usually involves hand placed emitter emitting custom foam-like objects.
- Easier way (but much more time intensive) is to do simulation. Realflow for example can generate white waters and foam.
- Probably custom written shaders... Renderman comes to mind.
  09 September 2013
thanks. i have an animation. a short flying and you can see the ocean. i was thinking painting some masks to make it look more random.

i was thinking having a mask to control the glossy reflection. sometimes with waves in the distance it look like the reflection is more blurry.
  09 September 2013
Oh I see you meant the irregularities of the ocean itself... sorry I was thinking about other things.

Still similar idea though, there are ocean tools in most software these days that give you easy way to break up your ocean procedurally. Then, give your ocean nice image of sky with color variation to reflect, and the form of your ocean will give you those break up by itself.

Just some example. If you look closely, you'll see that the dark of the water got broken up by bright reflection from the sky. I don't think you need to go as far as varying the glossy map - fresnel alone should do the trick.
  09 September 2013
thanks i will try.
  09 September 2013
I created the image below by using alot of noise nodes of various sizes plugged into alot of attributes of a standard maya ocean (wave height,peak,wind...).

two important things I think:


and I like to put some basic sand/kelp texture under the water on a plane thats not 100% flat to mimic the seabed....

If its sunny and you have spec highlights on the water render a spec pass to tweak/bloom in comp...

  09 September 2013
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