Everything related to http://resources.maxwellrender.com
By beatriz
#243929
Looks very interesting!
could you explain it to us a bit, please?
thanks a lot
By mmhnemo
#243952
He posted 2 screenshots describing the material setup.

Basically a water body, bluish/aqua colors with ND1,333 being the main weighted part of the material.
And secondly a bumpy part, white reflections with ND 1 weighted at only 10%

Both material layers have high attenuation distances - clear poolwater so to say.

The result looks quite nice indeed.
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By simmsimaging
#243963
Basically a water body, bluish/aqua colors with ND1,333 being the main weighted part of the material.
And secondly a bumpy part, white reflections with ND 1 weighted at only 10%
I'm confused though: shouldn't the part that's ND=1 just be a ghost material? There must be some opacity in the transmittance colour right? It can't be doing anything for the caustics otherwise, or am I missing something?

b
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By rosariogigliotta
#243983
.....material not physically corrected..... fake water caustics & ior distortions.....
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By Tim Ellis
#243989
I've run some tests quickly.

This won't work for a bump map, the water mesh needs to be displaced geometry.

Test one:- mxm as described in the thread

Image

Test two:- mxm 50% AGS & Glass

Image

50% AGS & Glass solves faster than fake ior/caustics method, also has improved shadows and clearer water.

Tim.
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By Fernando Tella
#243990
What I see is plain water material (100%) + ghost material (10% in additive); bump is modelled as you can see at the edge of the water material.

Edit: I was talking about jek's method.

what about gpu maxwell q project?

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