Rendering underwater scene

🤖
22 May, 2012 Geka_ZP
22 May, 2012 # Re: Rendering underwater scene
Hello, I have a problem: did model Nokia 6500s-1, and for some reason, wanted to visualize poklast phone at the bottom of the "sea", well actually the bottom of a shallow water. As planned by the camera renders the water, and phone model respectively under water. The problem is that no water, all the water supplies that I have tried are usually just "noise" and all. As I understand the problem is that the surface should reflect a bit, distort, and a little noisy. Sincerely thanks in advance. Here is the result of what I did, the water is not very similar:


23 May, 2012 Anton (Staff Author)
23 May, 2012 # Re: Rendering underwater scene
Hello! If the camera, removes water through the bottom, i.e., looking from the air to the water surface, then it will be visible to the wavy surface of the water, respectively distorting (refractive) rays coming from the bottom. If, it comes to underwater photography, no distortion under water can not be. The picture should be the same clear, as in a conventional ground (not underwater) shooting. The maximum that may be, it is an undercurrent of water temperature on the other, but it is very rare and unlikely-if it can be noticeable in this perspective. Is that a blade of grass to bend in the appropriate direction 🙂 However, the difference between the ground and underwater shooting, is still there. It is, in fact, in the density of the medium. Water is more dense medium and the more turbid than the air. Hence, other visual properties and, in particular, more water than before the feature being the worse it can be seen. If the analogy with the shooting ground, it would be a fog through which bad objects can be seen. Moreover, the further object, the worse it can be seen. Similarly, under the water, not only the white mist and the dark water. But then again, with such a close perspective as yours, this property is an aqueous medium, is unlikely to be noticeable. However, in principle this can be done. Either water material or post-processing. As for the underwater atmosphere, you would have somewhere to add bubbles coming out of the stone, as well as a little specks raised from the bottom and floating in the water in front of the camera.


22 May, 2012 Geka_ZP
24 May, 2012 # Re: Rendering underwater scene
Thank you for your very detailed answer. I must try to do everything by hand wave, and not through the "Noise" modifier, as for me, then so be realistic. The idea of ​​bubbles and specks very good, I had not thought about it .... Well, that's reflected, I think, still has to be, that is a reflection of the sky on the water, but because of the waves, this reflection will be important not to block field rendering ... Oh, you need to try: | . Tomorrow, I will throw off the spent rendering. And it is possible in this topic to obtain the estimate itself 3de model? If I need to throw off the grid ... well, I just only a year in 3DS Max work, in that I have not "experienced" and I would like to hear the views of professionals.


24 May, 2012 Usco
24 May, 2012 # Re: Rendering underwater scene
You can also add to the environment of shades of blue (effect-than thick fog - the darker blue), as well as a bright (sun) and shaded (by waves) assorted flare at the bottom.


22 May, 2012 Geka_ZP
24 May, 2012 # Re: Rendering underwater scene
in, thanks Usco, even w sun glare on the bottom needs, but what about the blue - I do not know how to implement 🙄


23 May, 2012 Anton (Staff Author)
24 May, 2012 # Re: Rendering underwater scene

Hello!
Geka_ZP, believe, Usco is due to the caustic . I think it would be too typical and stereotyped touch, making emphasis on the fact that the underwater scene.

As for depth, then, as I said, two ways. One material by Fog color , other post-processing , via the render element depth . I describe the difference between a bummer, I just advise postprocessing. If you wonder how to - write. I will tell.

With regard to the model, in this thread its assessment is not appropriate. Create a new topic. Spread it all screenshots, grid, etc., and were asked to evaluate the quality of modellingu😉


22 May, 2012 Geka_ZP
25 May, 2012 # Re: Rendering underwater scene
Well, just have a little moved, until I got this: Water is not set, the waves did not yet. still it did hurt a coin. Long did, and relief coins are not even seen = ( And who will tell me how to do this is here: This type using caustic can be done, and it turns out that the wave will still have to do it manually ... I'm confused ....


25 May, 2012 gus_ann
25 May, 2012 # Re: Rendering underwater scene
There is an interesting video about the caustic water and fog, I recommend, the more it CHAOS GROUP. Here is a link http://www.youtube.com/watch?v=FSzAINbxDCQ


23 May, 2012 Anton (Staff Author)
25 May, 2012 # Re: Rendering underwater scene

Hello!

You take the card caustics. For example, this:

If you do not like it, you can find a generator, for example, the Caustics Generator : the D and make the desired card you own.

You throw it and its image in Photoshop, and then superimposed with the right blend mode layer. For example, Multiply.

If you want a more "correct" result, then you put the card in a Projector Map directional light and shine it on your scene. Only, it is desirable to wish B / W map to the source is not backlit scene😉



22 May, 2012 Geka_ZP
25 May, 2012 # Re: Rendering underwater scene
Sorry, but I do not know how to throw this card Projection Map of the light source = / and what is "B / W"?


25 May, 2012 gus_ann
25 May, 2012 # Re: Rendering underwater scene
B / W is a black and white😁


26 May, 2012 ASRockus
26 May, 2012 # Re: Rendering underwater scene
Hello Geka_ZP, you need me option is the parameters of the light source. sm.skrinshot


22 May, 2012 Geka_ZP
27 May, 2012 # Re: Rendering underwater scene
Someone tell me how to make the material standards for water, through the entire Internet, there are lessons for Max 2009, the thinking goes, and it turned out that nothing happens. I've seen use Bump, then over and over again "ripple" of the standard card of Max - I did not succeed. Then, using the map "Mix" on a roll "Displacement" in the tab "Maps" standartnoo material, but do not plow. Remains the only option to take the material "Arch & Design", but then it will have to render through mental yards, I would not like: | . Render Staf, please help nubku.


25 May, 2012 gus_ann
27 May, 2012 # Re: Rendering underwater scene
One tried to make the water with the waves - the result I was pleased, but it was through mental ray and "Arch & Design". The VI Ray tried to make the water in a transparent glass and without waves. I think in your case, you can try to make waves by hand or through the Noise modifier that works too well. I heard that it is important to ensure that the water looked, you must create the geometry of the water, the water material "simple": Vray MTL, Diffuse - black, Rtflect - White, High glossiness - 0,8, Refract - blue (the color of your water), Frensel reflections - tick, IOR - 1,33 - The factor of refraction of water. There is another option in my library, not sure that the correct, but your case will go to the caustic😁iffusion - purple (the color of your water), Reflect - white, high glossiness 1, Relf glossiness 1,


25 May, 2012 gus_ann
27 May, 2012 # Re: Rendering underwater scene
Continuation: Fresnel refl jackdaw, Fresnel IOR 1,7. List REFRAKSHN: refrakt white glossness 1, the IOR 1.33, to turn on caustics tick dispersion (Dispersion), abbe tied for 50, which means the rate, the scale goes from 0 to 100, respectively, increasing or decreasing the dispersion. In my opinion, this material is more difficult, but also more interesting. It should look. Only show results - very interesting!


22 May, 2012 Geka_ZP
27 May, 2012 # Re: Rendering underwater scene
Thanks, gus_ann, I try.


22 May, 2012 Geka_ZP
27 May, 2012 # Re: Rendering underwater scene
gus_ann, = ***, thank you very much, I do not blogodarya you prodolbal whole day wasted. That test sample The material was made entirely by gus_ann instructions to make waves need the tab "Bump" to put the map "Noise", and there krutnut number from 25 to 15 (in the splint constantly put a tick in front of "Fractal Noise", but I left the default, I'm so more like it). Visualized in viree. ps I made a sphere with a map of the sky in which there was a scene, invisible to the camera, so the water on the edges of the blue😁. Subdivs on laytte 8 = noisy reflection on the water. If someone wants to animate the water, you need to animate the value of the "Phase" in the noise that is in the bump material.


25 May, 2012 gus_ann
27 May, 2012 # Re: Rendering underwater scene
You're welcome!


22 May, 2012 Geka_ZP
28 May, 2012 # Re: Rendering underwater scene
I do exactly the same material in my scene and got something else 🙄 I can not understood the problem, the water seems to be transparent, light enough, the stuff I've reworked the times 5, pepeproveryal twice + is not visible caustics which is projected from the Target light. I even isolate a single light with a caustic map and set Plain bottom - nothing. I nirazu not turned out as in the test stage, even when the settings are the same.


25 May, 2012 gus_ann
28 May, 2012 # Re: Rendering underwater scene
You caustic generally included in Inderrect Illumination? If so, look for the problem, so setting is still not the same.


22 May, 2012 Geka_ZP
29 May, 2012 # Re: Rendering underwater scene
I'm sorry, is the theme of the stagnation in the (((tomorrow will throw screens, and the solution of the problem. (I just have exams, so little time to)


22 May, 2012 Geka_ZP
4 Jun, 2012 # Re: Rendering underwater scene
Phew .... I'm with you again! In general I have noticed that in this stage of my all materials behave quite differently. Several times I restart max and did it the same material of water, thrust in the water and the bottom of the sphere. On the scope of the modifier "Normal", the sky had offered texture - all ok. In my first stage problem (a screen with a black bottom, I threw earlier): it turned out that the bottom of the black due to the fact that the bottom of the falls the shadow of a 100% water = / That is vraylight projects the shadow of the water at the bottom. To reach such a decision needed h🙂 Exclude tab virey Lite threw water in his exclusion, but chose to keep the water covered, but not proetsrirovala shadow. As a result, the bottom can be seen again. To be seen caustic needed to unscrew the light intensity in the Target Light. But reflection is still in trouble. In general, here's what happened: Screen of the program demonstrates that the scene be in the field and scope of the texture of the sky: The problem I have to solve until you can ((


22 May, 2012 Geka_ZP
4 Jun, 2012 # Re: Rendering underwater scene
By the way .... the answer gus_ann: Caustic I feykovye. I put the card in the caustic Projection Map, that Target Light.


25 May, 2012 gus_ann
5 Jun, 2012 # Re: Rendering underwater scene
Hello, Geka_ZP, I'm sorry, but I do not see the caustic on your render ... 🙄


Add a comment

Name:  


Anti-spam challenge (please check if you agree with this and uncheck if not)
Yes, I am a spam-bot.
Yes, I am a human.
Terms of Service

RenderStuff © 2008