water

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lape
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Re: water

Post by lape » Thu Mar 07, 2013 10:00 am

Pibuz wrote:And the same material is attached to all the other faces?
I
Yes.
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Pibuz
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Re: water

Post by Pibuz » Thu Mar 07, 2013 11:37 am

Ok here's my go.
Substantially, it's all like Lape did, except the fact that I created two different materials: one for the top displaced face and one for the other faces, much simpler, not subdivided or displaced.

..that is still looking a little raw to me..Maybe wrong displ map? :?
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lape
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Re: water

Post by lape » Thu Mar 07, 2013 9:45 pm

Pibuz wrote:Ok here's my go.
Substantially, it's all like Lape did, except the fact that I created two different materials: one for the top displaced face and one for the other faces, much simpler, not subdivided or displaced.

..that is still looking a little raw to me..Maybe wrong displ map? :?
Hi Pibuz,
to me this looks quite good.... what kind of displacement map did you use?
Can you help me with my problem about creating realistic leaves with SkIndigo? Or give me some hints for diffuse transmitter settings/ blended materials?
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Re: water

Post by Voytech » Fri Mar 08, 2013 2:08 am

lape wrote:
Pibuz wrote:Ok here's my go.
Substantially, it's all like Lape did, except the fact that I created two different materials: one for the top displaced face and one for the other faces, much simpler, not subdivided or displaced.

..that is still looking a little raw to me..Maybe wrong displ map? :?
Hi Pibuz,
to me this looks quite good.... what kind of displacement map did you use?
Can you help me with my problem about creating realistic leaves with SkIndigo? Or give me some hints for diffuse transmitter settings/ blended materials?
AFAIK Skindigo does not yet support the thin double sided materials. I think it's in the works for the next update though.

Edit: You should be able to link to an external IGM though and with the latest IndigoRT beta that should work.

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Re: water

Post by Pibuz » Fri Mar 08, 2013 2:25 am

@ Lape:
The displacement map is the same as yours, displacement value 0.02(m) I guess..
I usually follow the Indigo core feature improvements from a little afar, since I prefer to use the new features once they're integrated inside SkIndigo (I really lack some more serious skills to be able to control directly Indigo..).
To make leaves and foliage in general I always set the material to phong, IOR 1.15-1.18, exp.200-300 and make it trasparent (opacity 25-30), using a light-coloured map or base tint. That is not very photoreal but it works most of the times :lol:

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Re: water

Post by CTZn » Fri Mar 08, 2013 2:33 am

CTZn wrote:Small tips: [...] A single surface is enough for water ponds, provided that they intersect entirely.
My mistake that's incorrect. I thought it used to be...

Nice results Pibuz, same map I'm guessing. This kind of map is more used to figures caustics themselves rather than the waves than make them happen.
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Re: water

Post by Pibuz » Fri Mar 08, 2013 2:35 am

Yes I noticed that too.
Indeed, the displacement over the surface is almost invisible, but the caustics are really well defined!

Gonna try with other maps..

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lape
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Re: water

Post by lape » Fri Mar 08, 2013 3:32 am

Pibuz wrote:@ Lape:
To make leaves and foliage in general I always set the material to phong, IOR 1.15-1.18, exp.200-300 and make it trasparent (opacity 25-30), using a light-coloured map or base tint. That is not very photoreal but it works most of the times :lol:
much better now! thank you!
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Re: water

Post by Pibuz » Fri Mar 08, 2013 3:35 am

good!
..you can play with opacity to simulate the ageing 8)
Younger leaves are lighter, so use 20 as the opacity value and brilliant colours to make them fresh. Older leaves are darker and thicker, so use 35-38 and slightly darker textures/colours.

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CTZn
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Re: water

Post by CTZn » Fri Mar 08, 2013 4:43 am

Hey don't change the topic guys :mrgreen:

Try this shader for waves displacement:

Code: Select all

# This shader equires Indigo 3.6.5+
# It will not work for bump mapping

def eval() real:

let

ratio = 6.0		# waves lenght/width ratio. Set below 1.0 to invert (1.0/ratio).
scale = 1.0		# waves scale
subwaves = 1		# number of octaves for the main wave
depth = 0.0025	# this

texi = e0(posOS())
texj = e2(posOS())
wavelet = fbm(
	vec2(texi, texj * ratio) * scale,
	subwaves + 1
)

in

( abs( sin( wavelet ) ) - 0.5)
* depth
Just tick displacement off in Indigo while tweaking the four values.
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Re: water

Post by Mongoose » Wed Apr 24, 2013 4:37 am

Pibuz wrote:Ok here's my go.
Substantially, it's all like Lape did, except the fact that I created two different materials: one for the top displaced face and one for the other faces, much simpler, not subdivided or displaced.

..that is still looking a little raw to me..Maybe wrong displ map? :?
i dont understand, i am sorry to barge in like this but, i cant figure out how to do this i mean i am really confused...
ill tell you whats the problem,
step by step:
1. i build a rectangle and make it container shaped.
2. make a group out of it.
3. color it with pool like colors
4. create a new group (WATER)
5. Create material named Water1, Apply it to the group. ( the group is a rectangle 0.01 wider then the inside rectangle of the container shaped group.
6. use the bump map given in the thread... and i can see in the sampler that the given example is ok, then i apply it to my own and the water is bumpy, unrealistic and not transparent at all...
i am sorry for barging in like this but i am trying to understand.
thank you for helping
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Re: water

Post by Pibuz » Wed Apr 24, 2013 4:42 am

First of all..is your water a solid?

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Re: water

Post by galinette » Wed Apr 24, 2013 5:09 am

Pibuz wrote:Ok here's my go.
Substantially, it's all like Lape did, except the fact that I created two different materials: one for the top displaced face and one for the other faces, much simpler, not subdivided or displaced.
If the medium of both materials have different names at the end, this is not more correct than a single intersecting plane. This means the single intersecting plane will work also (even if it breaks the usual rules)

You could use two materials sharing the same medium and this would be the correct way. However, few (no?) exporters are able to do this, usually you have to do it manually within Indigo.

Again, I believe you this works, but this shows that a single plane would work too.

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Re: water

Post by Mongoose » Wed Apr 24, 2013 5:21 am

Pibuz wrote:First of all..is your water a solid?

By solid you refer to closed box having values for x,y,z then yeah
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Re: water

Post by Pibuz » Wed Apr 24, 2013 5:43 am

Ok.
Firts tests are to be done without maps so: uncheck the bump and see what happens. Probably it seems not transparent because you've set a too high opacity value. try very low values, and slightly tinded base color. Then post the result :)

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