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WATERjek-shadows-caustics-ior deformation

Posted: Wed Sep 19, 2007 1:02 pm
by rosariogigliotta

Posted: Wed Sep 19, 2007 1:18 pm
by beatriz
Looks very interesting!
could you explain it to us a bit, please?
thanks a lot

Posted: Wed Sep 19, 2007 3:12 pm
by mmhnemo
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.

Posted: Wed Sep 19, 2007 3:14 pm
by Maximus3D
That's looking real good! :shock: nice work.

/ Max

Posted: Wed Sep 19, 2007 3:26 pm
by simmsimaging
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

Posted: Wed Sep 19, 2007 5:28 pm
by rosariogigliotta
.....material not physically corrected..... fake water caustics & ior distortions.....

Posted: Wed Sep 19, 2007 6:02 pm
by Tim Ellis
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.

Posted: Wed Sep 19, 2007 6:07 pm
by Fernando Tella
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.