need help with water puddle shader..


#1

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 
[u][b]
mental ray settings: 
[/b][/u]
[b]final gather[/b]: 
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

[b]GI [/b]
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

[b][u]mia material x settings:
[/u]
diffuse[/b]
color: set to medium brown
weight: .1
roughness:0

[b]reflection[/b]
color: white
reflectivity:1
glossiness:1

max depth: 5
cutoff threshold: .010
skip reflections on inside is checked off
[b]
Refraction:[/b]
IOR: 1.330
color: white
Transparency: 0
glossiness: 1


[b]BDRF:[/b]
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.

#2

I think that looks pretty good. Try play around with anisotropy too.


#3

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


#4

This thread has been automatically closed as it remained inactive for 12 months. If you wish to continue the discussion, please create a new thread in the appropriate forum.