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Subject: Ocean/Water Tricks

Subject: Ocean/Water Tricks

2005-06-24       - By brad

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Reply:     1     2     3  

It's not quick, but quicker than using outside help. Say, based on your
employer, one would expect you to NOAA few techniques of your own. ;-P

1- Start with a grid and drop a fractal shader on it using a plane-based
texture projection.
2- Make sure the textue support is larger than your ocean grid, it will be used
to translate your waves.
3- Tune the fractal size using UV remap settings to build your largest wave
size.
4- Animate the fractal math and the texture support.
5- Render tests of the movement of the grayscale image and hone your timings
into something you like.
6- Repeat steps 1-5 for the next wave size down.
7- Mix your wave phenomena using add mode, which is the same as how natural
waves add and subtract when they blend.

Keep in mind that for mental ray, 0=black and 1=white, and these values will
determine the distance of your displacement in SI values. So if you want your
large waves to displace by 5 SI units, you'll need to pipe your grayscale
fractal through a Math>Change Range node. Also keep in mind that once you do
this, the image you see will be mostly white, since your numerical values will
mostly be greater than 1.

If you know that your highest possible wave peak (adding the max ranges of all
the combined fractals) could be 10 units, you can pipe the final results of
your blended waves through another Change Range where you set 10->1 in order to
get a visual idea of your combined waves, or set the Range from 10->something
else in order to tune the global relative hight of your waves with a single
node.

8- Pipe the results into displacement and spend some time tuning your grid
density and displacement settings so you get reasonable render times at a
useable resolution.
9- From here, you can start tuning the look of your water, such as incidence
through reflection and refraction.




-- ----Original Message-- ----
>
>  Any one have any quick to render ocean/water shadier tricks up their
>  sleeves that don't involve Psunami plugins? thanks-
>  
>  --
>  Cole Sones
>  
>  NOAA
>  Lead Something Somewhere
>  
>  
>  206.526.4412 WORK
>  206.579.3343 CELL
>  
>  
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