Page 1 of 1

Instance Maxwell Sea visibillity

Posted: Tue Nov 25, 2014 3:37 pm
by Hillmeister
When I instance Maxwell Sea in the Studio, the instances are invisible in the viewport. Is this correct? They do get rendered fine however.

Cheers

Re: Instance Maxwell Sea visibillity

Posted: Tue Nov 25, 2014 4:40 pm
by Mihai
I don't think the MaxwellSea was ment even to be instanced :) I will note it, perhaps this display limitation can be removed.

Re: Instance Maxwell Sea visibillity

Posted: Tue Nov 25, 2014 5:11 pm
by Hillmeister
Maybe not, but we need laaaaarge surfaces :mrgreen:

In 3DsMax for example we would build a row of high detail surfaces close to the camera. Behind that another row with lower detail and behind that a row with even lower detail. This look good, but now we have users who want to do this in Studio.
The rows have one original where we can make the settings and instances from this are placed besides. We make surfaces of about 1 to 2 square KM's, depending on camera view.

If there is a better process I'm all ears :lol:

Cheers

Re: Instance Maxwell Sea visibillity

Posted: Tue Nov 25, 2014 7:11 pm
by seghier
use mxs reference better than instance

Re: Instance Maxwell Sea visibillity

Posted: Tue Nov 25, 2014 8:12 pm
by Mihai
So I guess these individual patches are not animated? Or you would see seams between them....
Why not just render first a huge sea surface as a sort of "matte painting" you can later use to composite in your smaller, more detailed sea surface? Is each patch 2km, or you mean the whole final sea is 2km?

Re: Instance Maxwell Sea visibillity

Posted: Thu Nov 27, 2014 4:02 pm
by Hillmeister
Seghier,

We could use mxs reference instead, might be the better option.


Mihai,

As I come to think of it, I made an animation in 3DsMax where I used the above mentioned patches (each of about 250m2) with lesser detail in the distance. With the right camera position no seams will show :roll:

A total sea of 2km2 would suffice for most scenes. Thanks