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Procedural water without procedural textures?
Posted: Wed Jul 27, 2005 8:17 pm
by joie
If the current version of the plugin doesn´t support procedural textures..., ¿How do you make a water surface?, just a question.

Posted: Thu Jul 28, 2005 1:51 am
by iker
you mean an animated water surface, don't you?
Next Limit Realwave!

Posted: Fri Jul 29, 2005 10:11 am
by joie
Nonono, animated or still, doesn´t matter.
Just a water surface.
A bitmap?
Posted: Fri Jul 29, 2005 1:01 pm
by iker
Have you try to make a displacement with a water texture and then "Convert Displacement to Polys" ?
Posted: Fri Jul 29, 2005 5:29 pm
by iker
...as I can see in larryvizoso's web and joie's location (Zaragoza), this is a spanish conversation in english!
Que tal, como va todo?

Posted: Fri Jul 29, 2005 6:09 pm
by joie
Poues que casi nos entendemos mejor en espanis oyes...
Mi pregunta viene porque, en otros programas (en todos, vamos) haces una textura de agua (en el putochop) y a la hora de hacer el bump sale como si fueran bandas de degradado, suele ser por la profundidad de color, una textura para bump de 8 bits por canal no da suficiente calidad, por eso suele salir mal y por eso se suele hacer con texturas procedurales, que tienen detalle infinito.
Lo de convertir a textura está bien, pero ¿No tendrá el mismo problema de la profundidad de color?.
Un salido español

Posted: Fri Jul 29, 2005 6:33 pm
by jo
iker wrote:...as I can see in larryvizoso's web and joie's location (Zaragoza), this is a spanish conversation in english!
Que tal, como va todo?

Hey!
Don't do it!!!!!!!
Ciao, Jo
Posted: Fri Jul 29, 2005 7:05 pm
by iker
joie wrote:
Lo de convertir a textura está bien, pero ¿No tendrá el mismo problema de la profundidad de color?.
Me imagino que dependerá de la resolucion a la que conviertas tu textura procedural y a la cercania del agua que vayas a tirar el render.
Yo lo que te decia es que crees el agua que te guste con una textura procedural de agua y con displacement y luego conviertas en geometria poligonal, si es para un frame te vale perfectamente.
Un saludo
Posted: Fri Jul 29, 2005 10:07 pm
by joie
Lo de la resolución no vale, ya que, en el "convert to texture" no se puede elegir la profundidad de color.
La otra solución me gusta más, son mogollón de miles de polígonos más pero, qué demonios.

Posted: Sat Jul 30, 2005 12:26 am
by jo
jo wrote:
Hey!
Don't do it!!!!!!!
Ciao, Jo
Why are you writing in spanish?
Jo
Posted: Sat Jul 30, 2005 1:03 am
by iker
sorry jo, you're right...
This is what we have said:
joie said that it is not the same to use a bitmap for the water bump because with 8 bits per channel you don't get enough quality, that's why it's better to use procedural textures that has infinite detail to do this kind of work.
So I told him to use a procedural water as displacement and then convert it to polygons with the "Displacement to polys" command if it was just for a single frame and not for animation.
And then he said that the displacement solution would create thousands of polygons but that he'll try it, what the hell!
And that was it, sorry once again

Posted: Sat Jul 30, 2005 11:38 am
by jo
iker wrote:sorry jo, you're right...
This is what we have said:
joie said that it is not the same to use a bitmap for the water bump because with 8 bits per channel you don't get enough quality, that's why it's better to use procedural textures that has infinite detail to do this kind of work.
So I told him to use a procedural water as displacement and then convert it to polygons with the "Displacement to polys" command if it was just for a single frame and not for animation.
And then he said that the displacement solution would create thousands of polygons but that he'll try it, what the hell!
And that was it, sorry once again

Thanks!
Ciao, Jo
Posted: Sat Jul 30, 2005 5:34 pm
by joie
Sorry about the language issue..., I thought that talking in english with other 2 spanish guys was pointless, that´s the reason why.
Sorry for that.
As I´m not a costumer (I can´t convince my boss to buy it since is yet a beta program), I´m only gathering as much as information I can before the final release. You know, I have to deal with the kind of thought of: "10 hours for a rendering???, what the...!", and that short of things.
