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At Anchor... [updated]

Posted: Fri Sep 29, 2006 1:42 pm
by JesperW
First time I post here...
Modelled in Solidworks, textured in 3DS, rendered to 2400x1500 for 10h / 4xOpteron/2.6GHz. Colorbalance and contrast adjusted in PShop.

[DELETED, SCROLL DOWN!!]

...I removed this image since it was crappy compared to the new ones...

Posted: Fri Sep 29, 2006 7:00 pm
by Maximus3D
Nicely modeled, textured and rendered Jesper :) you even got the depth effect in the water, it's visible at the rudder.

Some surfaces appear a bit "flat" in their shading, if that's because of the material or the lighting itself i cannot say. But besides that i think it's pretty good.

/ Max

Posted: Fri Sep 29, 2006 7:18 pm
by JesperW
Well the antiskid paint is kind of flat reflectionwise in reality too. The sail sucks, unfortunately, but I have too many other things to do to spend days on that...

Posted: Fri Sep 29, 2006 7:25 pm
by Maximus3D
I see, ok i wasn't aware of that paints characteristics. But if that's the way it looks in real life then you nailed it :)

In what way does the sail suck ? i can't see anything that directly stands out as wrong with it.

/ Max

Posted: Fri Sep 29, 2006 8:14 pm
by Fernando Tella
I would model the bottom of the sea and reduce the attenuation distance.

Take a look at this thread; the water is awesome (the foam is post):

http://www.maxwellrender.com/forum/view ... hp?t=17414


I find something strange in the waves. Maybe the small ones are too small.

The model of the boat is great.

Posted: Fri Sep 29, 2006 9:09 pm
by JesperW
Fernando Tella wrote:I would model the bottom of the sea and reduce the attenuation distance... I find something strange in the waves. Maybe the small ones are too small.
I propably made 100 different maps for the waves :-) I will try to improve!

The bottom you almost never see, actually. The linked thread shows VERY shallow water viewed from straight up, that's the only time you see it. But a little more variation would be good, I'll see what I can do :-)

Posted: Fri Sep 29, 2006 10:05 pm
by Fernando Tella
You don't see it clearly, but gives color changes... I think.

Posted: Sun Oct 01, 2006 5:36 pm
by JesperW
Gah. I should have known not to post in the Gallery section.... The only thing that could happend is more work!

Something along these lines then. The foam here is mapped. The only post is color balance.

Image

Posted: Sun Oct 01, 2006 5:49 pm
by Miles
That looks fantastic..

Posted: Sun Oct 01, 2006 7:45 pm
by nik
amazing boat and sea!

Posted: Mon Oct 02, 2006 7:52 pm
by JesperW
...another shot. [UPDATED after some comments below re the deck paint]

Image

Posted: Mon Oct 02, 2006 11:57 pm
by Mattia Sullini
I like the last pic most...good work!
The only thing that bothers me is the deck's material...i know that reflective mat = slip in the ocean, but i guess some reflections would help!

Posted: Tue Oct 03, 2006 1:33 pm
by jdp
lovely modeling and details but I have to agree with mattia about the deck: I think what it doesn't give it the right feeling is the general color scheme of the whole, which makes it a bit even or flat: you definitely need better finisheses. also I would take care of the sail, it looks a bit unnatural.
keep going and it gonna be a killer rendering. :P

Posted: Thu Oct 05, 2006 3:21 pm
by w i l l
Nice. How do you create ocean/waves like that?

Posted: Thu Oct 05, 2006 10:37 pm
by JesperW
w i l l wrote:Nice. How do you create ocean/waves like that?
Lot's of work, actually. I wanted to create an environment that looked good from all angles, which means that the surface mesh has to be detailed enough for closeups around the hull, but also reach all the way to an optically correct horizon, which is about 3 Nm (5 km) away when your eye is at 2 m above the surface.

I've seen DreamScape Sea, which generates a nice adaptive grid, but only in front of the camera. Which means all reflections of the sea behind the camera are screwed.

So I wrote a program to generate the surface mesh. The mesh is rectangular near the hull, and then shifts to being radial. It is expanded in such a way that one grid quad occupies the same volumetric angle all the way to the horizon.

Here is the grid at a few different zoom levels:
Image

This grid is then bent according to the earth radii, to create a proper falloff. Then the grid is displaced using a wave map for the larger waves.

This part of the displacement map and what the grid looks like after this:
Image

The material for the surface has a BSDF layer with standard water properties and a rather long attenuation distance, to allow the bottom to be seen and refracted. The bottom is a flat circular surface with a color map.

The ripples on the surface are created by a normal map on the water layer. For the renders with foam on the water it gets more complex. The foam itself is two BSDF layers with the same normal map, plus there it need SSS activated otherwise the foam gets too dark in the shadows.

Here is parts of Bottom Color, Ripples NM, Foam NM and Foam Transmittance:
Image

All maps are tiling of course.

The sea looks very dull with the Physical Sky, you need a HDRI environment to get nice reflections. I am not aware of any commercial HDRI's that go all the way to the horizon, they all seem to be photographed on land ;-) so I synthesized the sky maps too, using Terragen:

Image

...and while I'm posting anyway, here is to all you whiners going on about the antiskid paint. The material is now much more accurate with a normal map simulating the very rough surface with some reflective grains. I need to adjust the foam reflectivity up a bit too, I think.

Image

...and I don't think I am going to bother with the sail much more, it's waaay to difficult, and my main job is to design the stupid yacht, not just create the renderd images...