water

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lape
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Re: water

Post by lape » Wed Apr 24, 2013 7:30 am

yeah, just do like Pibuz posted and post result (I hope you did't forget to reverse faces to get normals pointing outwards...).
24 hours isn't enough
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Mongoose
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Re: water

Post by Mongoose » Wed Apr 24, 2013 7:39 am

ok.. i know you ppl did it here but i didnt understand how to make more rippled water

did something finally
edit:
Image
not as good as u guys but... its an improvement
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Pibuz
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Re: water

Post by Pibuz » Wed Apr 24, 2013 8:45 am

Ok. You already used a map. :D Fine.

My next tip would have been to add the map NOT to the group, but to the faces, to be able to control the map's scale. I don't know what you did :lol:

Mongoose
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Re: water

Post by Mongoose » Wed Apr 24, 2013 9:43 am

well i did put the map the one was posted here earlier, i have put the map on top of the upper Face of the "rectangle" water Group, was that good?
but when i want to have more groovy and shaky water i need to play with the maps scale? isnt bump doing the shakes?
oh i have much to learn

i think i got it... omg..
i mean i didnt render yet but i thought about it.. what i am suppose to do is basicly apply the map (material itself) only on the upper part of the group but what will be with the rest of the group? will it be rendered along the way? do i need to make the rest of the rectangle faces transparent?

i am thankful for you helping me thank you very much! :D
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JamesM
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Re: water

Post by JamesM » Thu Apr 25, 2013 11:32 am

Hi everyone, I need some help with the water caustics.
It's my first attempt and i did everything already mentioned
Attachments
water1.png
settings.png
cube.png

Pikadili89
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Re: water

Post by Pikadili89 » Fri Apr 26, 2013 9:25 pm

I think you should remove bump and just keep displacement. Not sure if it will help but nothing costs you to try :)

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Pibuz
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Re: water

Post by Pibuz » Fri Apr 26, 2013 9:29 pm

Also, have you enabled subdivision in the mesh settings?

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Zom-B
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Re: water

Post by Zom-B » Fri Apr 26, 2013 11:56 pm

JamesM wrote:Hi everyone, I need some help with the water caustics.
For caustics you need a bright small lightsource like a sun.
Your scene seems to be lit by a HDRI without a bright Sun (no hard shadows top spot!)
Use displacement for caustics, and drop the bumpmap.

Finally caustics from Indigos Sun system are hard to calculate...
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Bosseye
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Re: water

Post by Bosseye » Sat Apr 27, 2013 1:55 am

Hmmm, interesting stuff this. So I'm getting lots of caustics as seen underwater, but you can't really see them from outside. Essentially identical settings as Lape on pg 1.

Also I'm getting some weird little artifacts in the underwater shot, the straight/square bits. Any idea what causes that?
Attachments
Caustics2.jpg
Caustics1.jpg
Last edited by Bosseye on Sat Apr 27, 2013 2:04 am, edited 1 time in total.

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Bosseye
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Re: water

Post by Bosseye » Sat Apr 27, 2013 2:04 am

Um, if I lower the displacement value on the map, (to 0.005 rather than 0.02) the square artifacting gets worse. You can see the caustics better from the top view now, but you can also see this glitchy stuff too...

Is it subdivision settings? I have to have the water mesh (cube) set to subdivision 8 or 9 or I don't get any caustics.
Attachments
Caustics2a.jpg
Caustics1a.jpg

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dag
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Re: water

Post by dag » Sat Apr 27, 2013 2:35 am

Did you set the top faces to smooth shading?
Also, don't use view dependant subd. Seems to be a bug where not all faces are divided (even when they are in view).

Use these settings:
Subd smoothing on.
Merge verts off.
View dependant off.
Thresholds at 0.00.

You could also try the smooth option for the displacement map.

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Bosseye
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Re: water

Post by Bosseye » Sat Apr 27, 2013 3:02 am

I might have misunderstood but if I turn off view dependent and turn on subdivision smoothing is all goes horribly wrong...
Attachments
subdivision2.JPG
subdivision.JPG

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Bosseye
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Re: water

Post by Bosseye » Sat Apr 27, 2013 3:15 am

Aha! but if I leave view dependant on, leave subdivision smoothing off and set curvature threshold to 0 instead of 0.1 it works...

Thanks for your help :D
CausticsWorking.jpg
CausticsWorking2.jpg
EDIT: Wahey! I Like this. It has absolutely no practical application for anything that I use Indigo for, I'll never have a need to render underwater caustics, but its still very clever indeed.
CausticsWorking3.jpg

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dag
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Re: water

Post by dag » Sat Apr 27, 2013 4:23 am

Ah, you were using a separate top mesh. In that case subd smoothing would round the corners.

JamesM
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Re: water

Post by JamesM » Sat Apr 27, 2013 4:44 am

Thanks everybody for the tips,i'm progressing with the caustics but not good enough, if somebody keep helping me i'll be so thankful
Attachments
watersettings.jpg
Settings
underwatertest.jpg
look like there's a pattern between the water caustics
watertest.jpg
view dependent off, displacement .005,bump off

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