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Old 06-17-2013, 07:34 AM   #1
Undseth
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Ocean shader foam color issue

I'll keep my following question simple without pretending to know that I can offer a good description of underlying problems of how light is represented by pixels on a computer screen.

How can the Maya ocean shader foam be made to show up in a render without the foam color ending up being self illuminating when rendering with mr and sun/sky?

If foam color is set to 1 or 5 then the foam either does not show or renders black when using the mia_exposure_photographic lens shader on a camera. A value of 30000-40000 have the foam show up, but afaik doesn't look realistic in shadowed areas and become obviously self illuminating at even higher values.

Is there any way to tell the ocean shader that the foam should display as white without the foam giving off more light that it normally would?

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Last edited by Undseth : 06-17-2013 at 07:46 AM.
 
Old 06-17-2013, 08:32 PM   #2
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It would seem the only way the foam could give off "light" would be due to Final Gather. You can use miFinalGatherHide to remove any FG emissions from your shape node, and maybe that would help?
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Old 06-18-2013, 12:17 AM   #3
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I am fairly certain the image above would end up looking exactly the same.
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Old 06-18-2013, 12:31 AM   #4
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Are you rendering with Final Gather on? What does it look like with FG off?

I don't know how the foam could otherwise be generating illumination.
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Old 06-18-2013, 07:30 AM   #5
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Turning off final gathering does not seem to change the color of the bright foam, so I wouldn't think it is related to FG attributes.
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Old 06-18-2013, 09:19 AM   #6
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Why you don't use ocean Texture and mia_material? I think the main problem is the brightness value different on maya base shaders. See, if you want, on my youtube channel the plausible settings of ocean and mental ray.

https://www.youtube.com/watch?v=Cp1EPGBohqA

https://www.youtube.com/watch?v=YgxI4FFBAV4

https://www.youtube.com/watch?v=bhN2t1xGtMw
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Old 06-18-2013, 11:49 AM   #7
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Interesting, I'll go try that.
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Old 06-18-2013, 11:49 AM   #8
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