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A pool... Test for a bigger project

Posted: Mon Feb 25, 2008 10:59 pm
by JTB
I have a project with 3 pools and I will have to make a nightshot.... I made a test... I would like some advices for better result.
The water material is a very nice AGS+DIELECTRIC material from.... (Sorry, I don't remember.... not mine anyway)
It is a standard AGS with a dielectric layer of 10% weight and a displacement map for the small waves.
There are some emitters inside the water but the surfaces that emit light are not inside the water. Some are red lights, some are blue and some are white.
I made one image and then used some simulens settings.

Is there any easier way or better way to have this result? I have seen very nice pools but the lights are usually out of the water, I think this makes a big difference.

Thanks in advance for any help.

Image

Image

Image

Posted: Tue Feb 26, 2008 10:27 am
by JTB
What I would like to use is strong LED lights with misc colors (That is what the client wants) because he wants the building with a few lights and the pool will give a soft color to the building.

Posted: Tue Feb 26, 2008 10:42 am
by pwrdesign
Looks good!

What do your emitters look like?
What ive done often is that I place 3 emitters in the same lamp, one Red one Green and one yellow.

With multilight it's easy to mix the lights exactly how you want it.

/ Patrik

Posted: Tue Feb 26, 2008 10:51 am
by JTB
pwrdesign wrote:Looks good!

What do your emitters look like?
What ive done often is that I place 3 emitters in the same lamp, one Red one Green and one yellow.

With multilight it's easy to mix the lights exactly how you want it.

/ Patrik
Good idea, but right now my problem is not the color.... It is the intensity and the way the light scatters, the bottom of the pool is dark, so is the water even close to the emitter.
The simulens effect is nice but not very close to reality.
I think I will have to tweak the material params a bit more....

Posted: Tue Feb 26, 2008 10:54 am
by pwrdesign
Yeah it dosnt look healthy to take a bath in there :)
But I think that you should use a white material for the floor in the pool at least...

it WILL look very dull even in reality if they use that kind of mosaic for the pool.

Posted: Tue Feb 26, 2008 10:55 am
by pwrdesign
Also think about that the water in a pool is never totally clear..
Its always alot of "shit" in it.. particles and so..

Posted: Tue Feb 26, 2008 11:21 am
by JTB
Next test will be....
A small change for the material, a white floor (or at least a lighter mat for the walls too) and bigger lights... I think it will make a difference.

I'll call the pool boy to clean the water :wink:


This is the next test, not good.
Image

Posted: Tue Feb 26, 2008 12:20 pm
by Fernando Tella
I wouldn't use AGS for the water. It gives the effect of a really deep pool, more like a well as kills the refraction effect. My choice would be a displaced plane for the surface of the water; I would model the cover of the lights (really simple shape) under the pool and try with the same water material on it, so the emitter light "enters" the water material.

This is what I would try first.

Edit: And a light blue material for the floor.

Posted: Tue Feb 26, 2008 1:42 pm
by JTB
Fernando Tella wrote:I wouldn't use AGS for the water. It gives the effect of a really deep pool, more like a well as kills the refraction effect. My choice would be a displaced plane for the surface of the water; I would model the cover of the lights (really simple shape) under the pool and try with the same water material on it, so the emitter light "enters" the water material.

This is what I would try first.

Edit: And a light blue material for the floor.

Thanks, it is a very useful point of view....
This is the last image I did, the next will be the one using your idea.

Image

Posted: Tue Feb 26, 2008 2:35 pm
by Fernando Tella
It will generate more noise, but it will look more real. I'm rendering a pic now and it's quite noisy on SL11 but looks cool (I think).

Posted: Tue Feb 26, 2008 3:56 pm
by JTB
@Fernando Tella :
This image is made as you described....It looks almost the same
What I can't achieve is the homogenus lighting of the water.... This has to do with the material params.

Image

I think the next step is to increase the lighting a lot
Some examples

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Image

Posted: Tue Feb 26, 2008 4:57 pm
by Fernando Tella
This is what shows here:

Image

At SL 15.80 though. :cry:


Edit: Updated the render at SL 18.90

Posted: Tue Feb 26, 2008 5:09 pm
by def4d
i hope that the solution is not the use of SSS!

Posted: Tue Feb 26, 2008 5:15 pm
by Fernando Tella
def4d wrote:i hope that the solution is not the use of SSS!
Nop, just refractions and reflections. I guess, JTB that you used AGS for your test.

Posted: Tue Feb 26, 2008 5:42 pm
by JTB
@ F. Tella
Your image is very noisy but the lights are better than mine.... Can you describe the light material?

No matter how much I raise the lumens (they are now 15000 for each light) I can't get a better result.... I tried with some roughness change too but nothing happens.


Diffraction and scattering is the only close to acceptable solution

Image