…and the render time is not too long ?
Fiat 124 Special
Well the render time right now it’s not too long, cause the scene it’s not complex right now.
héhé… good night scene… I also like to play with the hour function of Maxwell to obtain true lighting…
Haha yes it’s wonderful, that’s another reason why I don’t get bother by the render time, it’s always a great render.
I agree with you… but less when you have thousands maps in the scene, as in my project…
in this case, the difference is less visible, and the render time too long…
but with shader… it’s faster and so beautiful :wise:
Great to hear that man, well here I made a test with a tweaked water shader, thanks to the metheny10 from the original shader, Water Large Surface material from the Maxwell Materials site comments are more than welcome. comments are more than welcome.
The white effect on the water is also made with Maxwell ? :curious:
The second size of wave is very good…
that’s good to be very realistic for me…
For the next update, I just want to see a water edge less right…
…sorry, I know it’s not finished, but each time, that give a strange feeling 
Good continuation Carlos… :buttrock:
Thanks so much for the words Lemog, great to hear that you like it, well yes the glow on the water it’s made with Maxwell, haha yes I know the water edge it’s terrible I will work on it for the next update.
Ok, no more straight line shore, it’s not finished yet but looking better I think, comments would be helpful to know what you think, thanks in advance mates.
That comes better of course… the contrast between water and sand is always very strong… but maybe now with “espuma”… and more transparence at this line… :drool:
Thanks for the comments and suggestions man, yeah I think that will do the thing and wet sand on the shore too.
Looking Good Carandia .
I love the modeling of the cars .
I’m interested to see how you will do the transition from the water to the sand . Both textures for the surfaces look great , but I’m still scratching my head wondering how a realistic/believable looking transition between the water and sand will be possible 
When you texture the wet sand , lower the diffuse value where the water has swept the sand , wet things have lower diffuse values . Don’t know if max offers a seperate diffuse channel on shaders but I guess you could darken the colour map for the same effect .
Hey LinchpinZA, thanks so much for your comment man, thanks for the suggest, well I’m wondering how it will look too, but I think understanding how a shore works in reality (visually talking) it’s the key to represent it here, I will need to see some references and then work on it, by the time I work in it I will let you know.
Looking at this , you’ll see the smooth transitions between dry and wet sand.


So I think it would be a good idea to make the sand shader a mix of 2 shaders , one where the sand is dry and the other , a wet sand , where the sand is more reflective and darker in duffuse.
And then apply a mixer or layered shader to blend between the two states , so you can paint where you want the sand to be dry or wet.
Then for the actual water do the same process , where one shader is your normal water and the other a foamy or bubbly shader for where the water connects with the sand.
Well anyways don’t worry about notifying me when you get to that stage of doing the ocean/sand shaders as I’m always waiting for updates on this thread.
Keep up the good work 
Thanks soooo much for that reference and for the words man, wow it’s so nice to see people interested and to interact, the process becomes more and more productive and interesting itself, thanks, well yeah your idea hears great I’ll give it a try, when you say “so you can paint where you want the sand to be dry or wet.” how do you mean to do this? I’ve never used any brush alike thing on 3d.
Cool no worries man 
What I meant was you have a texture controlling which of the 2 shaders is shown. Think in max its called a blend shader.
So what you do is you have your 2 seperate shaders both plugged into this blend shader.
Then your blend shader has a texture plugged into it , texture has to be black and white.
And then you have all the white values linked to shader 1 and all black values linked to shader 2. So all you do is paint in black and white on a texture where you want each shader, and the blend shader interprets this and places each shader accordingly.
You can look at Marek Denko’s Making of his street of memories scene for an example.
Under the shading section of his article he talks a lot about using this blend shader in Max.
making of… street of memories - Marek Denko
I think you might need to register an account at Area to view that article but don’t worry it doesn’t take long to do so and I’m sure reading that will help you a lot.
