Kray Challenge, Looking at developing a ocean fit for a yacht, something that can used for animation and stills. Attached is where I'm aiming. I think I may need the community's help with this on, so if any one has any Ideas or setups please jump in.
I will be sharing all scenes and presets along the way and hope we can come up with something everyone will be able to use.
Lets kick things off with where I am, Playing with H.O.T. Ocean, https://www.lightwave3d.com/assets/plug ... lightwave/ - First off, "Fog/mist" in Kray? possible or not?
Ocean / Sea / Water
- Janusz Biela
- Posts: 3265
- Joined: Mon Mar 13, 2006 10:39 am
- Location: Finland
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Re: Ocean / Sea / Water
Thanks for info!
No LW fog support in Kray...only by z-buffer. In K3 will be both: volumetric fog buffer and normal LW fog.
Will try test it.
No LW fog support in Kray...only by z-buffer. In K3 will be both: volumetric fog buffer and normal LW fog.
Will try test it.
Re: Ocean / Sea / Water
Thanks Janusz, Cant wait for the full K3 as ever.
So this is where we are so far, seems to crash randomly 100 frames in or so.
I have attached the scene so far, all comments and ideas very welcome.
http://www.evilmeerkat.co.uk/ROB/UPLOAD ... Test_1.zip
So this is where we are so far, seems to crash randomly 100 frames in or so.
I have attached the scene so far, all comments and ideas very welcome.
http://www.evilmeerkat.co.uk/ROB/UPLOAD ... Test_1.zip
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- Posts: 74
- Joined: Sun Nov 17, 2013 3:29 pm
Re: Ocean / Sea / Water
If you can not make the fog in comp you have another option. You can set the transparency of the water object with a distance from camera. Is what the lightwave does internally when using fog.
To make water realistic you need to work a lot on the bumps, best to do it procedural. Just remember that water is mainly reflection, a bit transparency and lighting from a skydome. The water splashing from the boat should be done with particels. We use realflow and sometimes houdini for that.
Hope it helps,
Grtz!
To make water realistic you need to work a lot on the bumps, best to do it procedural. Just remember that water is mainly reflection, a bit transparency and lighting from a skydome. The water splashing from the boat should be done with particels. We use realflow and sometimes houdini for that.
Hope it helps,
Grtz!