A Render Challenge - Oceans and Water !
0oseven
Posts: 626
There has been quite some discussion about making realistic Ocean/Water in Carrara at this thread. It's not easy
http://www.daz3d.com/forums/discussion/19257/
I've been experimenting for some time including using Orca's Ocean but have found it really hard to get decent results -.which may be just my lack of experience - so I thought a render challenge would be fun to see what others can do and what we can learn from them.
As the ocean primitive is an animation I'd love to see some "realistic" animated ocean /water to match these Blender creations.
No post work so that we all see what Carrara can do.otherwise anything goes - ie deformers,modifiers,plugins etc,
Comments
oo7--- I think the foam action is really going to be hard to duplicate from the blender ones. but always fun to have a challenge.
rich
I know some people in the past have used the snow function in the Shader to create foam based on elevation.
Yup ;)
Well, I don't expect anyone to agree, but....I like to use terrains as oceans....Wave modifiers can be added to give good wave action.
The small wave peaks that you can get with a terrain seem more realistic than rounded top waves in the ocean primitive.
I will experiment later this evening.
I will also fiddle with magnets....maybe I can make a breaking wave ?? ;)
also animated bump map comes in handy :)
awesome blender vids by the way.
you could do it in Car, why not? Just patience and time that's all.
Wow already some ideas to try out i've never thought of -
I have tried animated volumetric clouds to simulate splash - works reasonably well for say explosion in water or water breaking over a ships bow or even a wake.
for a splash you could use bubbles stuck to a half sphere and animate the size and shape of the half sphere
and also the shape of the bubbles via a morph
for a breaking wave....
splines are animatable, I have tried extruding crosssections of wave and animateing the original cross section and using the results as a series of morph targets - things tend to get a little mixed up as the spline room doesn't always extrude the same (when you convert it to mesh you get different arrays of polys for some reason), way even if the points on the spline are just moved a smidgin.
there's probably a better way to do it with err Coons surfaces or whatever they are called (can't remember name)