Creating realistic bathwater Vray adv + max2012

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  01 January 2013
Creating realistic bathwater Vray adv + max2012

I googled my @$$ off, but I cant find a solution for this.

Im currently working with VRAY adv in max 2012 and im looking for a realistic way to create bathwater.

Left is my attempt, right is my goal.



As you can see, my water is too chaotic, it looks like a bubble bath.

I am using a plane with the current dimensions:


Applied a displacement modifier with a noisemap

displacement settings


noisemap settings


caustics settings:


If anyone has some advice, that would be greatly appreciated.
 
  01 January 2013
ah and the material settings:

 
  01 January 2013
First, you're rendering much closer to the water than your reference. Second, just a noise map in the displacement won't cut it. You'll probably need layers of noise (varying the scale) to achieve something more realistic. I'm planning on doing a tutorial regarding water in vray, but the time is not helping. One last hint - try a inverted cellular map.
 
  01 January 2013
Trying a render with a default cellular map right now and it is looking a little bit better. Gonna play some more with this tomorrow and post some updates to see if I can make it work. Thanks Davius

any other suggestions still welcome btw.
 
  01 January 2013
it is working great for now. But i noticed I have another problem.

If I render it without using a displacement map, it looks kinda dirty, not sure why.



The water is very noisy, perhaps if I clear that up first it will look much better. Any ideas what is causing the noise?

Btw is it recommended to use a Vray sun or does a Vraylight suffice?

Last edited by Papigiulio : 01 January 2013 at 07:15 AM. Reason: missed text
 
  01 January 2013
can u share ur file here ? maybe i can help u
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  01 January 2013
Well i think I find one of the reasons it didnt came out well.

I was using a standard Vray light and not a Vray sun.
 
  01 January 2013
Yeah, you also need to change a lot, Materials, geometry, displacement. I am doing a version I will email you a link to dl it.
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  01 January 2013
Check your E-mail.
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*(GOZER)-During the third reconciliation of the last of the Meketrex Supplicants, it chose the form of a giant SLOAR...


MY HMC
 
  01 January 2013
Done and done.


Uploaded with ImageShack.us
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*(GOZER)-During the third reconciliation of the last of the Meketrex Supplicants, it chose the form of a giant SLOAR...


MY HMC
 
  02 February 2013
Sorry for the late reply.

Dude, that looks FANtastic. Need to compare you settings and mine see where I went wrong.

Thank you so much

ill post a pic of the final render when finished ^^
 
  02 February 2013
Looks like it's all sorted now, but I thought I'd pipe (ahaw!) up and say that I think part of the problem may have been that you saw the reference and saw lots of contrast and so put lots of contrast into the surface of your object (via the displacement map). In reality, a lot of that contrast actually came from the caustic refra/lections in the water. This gets amplified with water depth (which is to say that a small bump in the surface will create a larger 'spread' of caustic highlight the further away the surface that it's hitting - in this case, the bottom of the bath - sits) so a lot of the contrast in the image can come from small alterations in the surface of the water - if you're rendering out tasty caustics.
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  02 February 2013
What I found was, that the water surface was not a closed object, but a plane. Its kind of impossible to get proper caustics/sss/refraction/fog in a plane. It can be simulated, but its very difficult. To get the correct type of sss you need a solid object. I also cheated a little to simulate the light scatter in the water by using a falloff controlled Lightmat to illuminate the sides of the water. I think I changed the gi to bruteforce, or should have , to cover animation. The AA should be set to DMC, with a 1:8 ratio. Dropped a omni with no shadow in, to simulated bounce light inside the room. The important aspects were the noise map for the disp mod to work off. For a realistic water motion/look you need to use turbulence broken up with something else. You can use cellular but it needs to be softened, which is why I would use noise, you ca blur noise.
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*(GOZER)-During the third reconciliation of the last of the Meketrex Supplicants, it chose the form of a giant SLOAR...


MY HMC
 
  02 February 2013
I think Fred Ruff has a blog post about how he did some bathwater for a commercial a while back.

http://www.ruffstuffcg.com/
 
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