Page 2 of 2

Posted: Sat Jun 07, 2008 6:39 am
by MESCH973
mr_jo great
--------------------------
grande mr_jo!!!! :wink: sei daqueste parti!!! :wink:

Posted: Sat Jun 07, 2008 6:45 am
by Whaat
Here's one intended to use for bump mapping. It might work ok for displacement mapping.

Posted: Sat Jun 07, 2008 6:49 am
by mr_jo
MESCH973 wrote:mr_jo great
--------------------------
grande mr_jo!!!! :wink: sei daqueste parti!!! :wink:
:D :D :D :wink:

Posted: Sat Jun 07, 2008 7:28 am
by cpfresh
whaat, this image you've supplied appears to be working nicely, heres a quick preview. i wonder how it looks under water ...?

Posted: Mon Jun 09, 2008 9:24 am
by CarlosR26
mr_jo wrote:Hi Pibuz and all, and sorry in advance for my poor english (I write down the Italian version, is better :) ); for the water in the attached render, like fused says, I made a "volume" and on the top surface I've used the "sandbox" tool of SU and with an appropriate mesh I've created the wave with the "smoove" comand; after this I've used the "soften/smooth edges" tool. The water material is a specular with IOR=1.13 (water must have 1.333 but I prefere so) precedence= 10 and a bit of SSS (0.1), full trasparence. I stopped the render at 4.000 spp about.


[ Ciao Pibuz, ti prego, se ho scritto strafalcioni linguistici, poni rimedio :) ;
in pratica ho creato un cubo fuori scena, un po più grande della stanza, poi l'ho spostato fino ad intersecare la stanza alla quota che si vede, poi sulla superficie superiore ho applicato lo strumento sabbiera suddividendo la superficie stessa con una meshatura adeguata, poi con il comando "smoove" della sabbiera ho spostato un po di punti, verso l'alto e verso il basso, variando di volta in volta il raggio di spostamento, prendendo in questo modo più o meno punti; alla fine ho "smussato" tutta la superficie con lo "soften/smooth edges". A tutto il cubo ho dato il materiale acqua usando uno "specular" con IOR 1.13 (in realtà l'acqua dovrebbe avere 1.333 ma ho preferito abbassarlo un po) precedence 10 un po di SSS 0.1 e trasparenza massima. ]
Very nice...

how do you put the floor of the water volume normals? up, or out?

I know the upper mesh should point out, but what about the other faces of the volume?

What about if i want to put the camara inside the volume, how i set the normals? ¿double sided?

Sorry for my English

:D

Posted: Mon Jun 09, 2008 9:44 am
by mr_jo
CarlosR26 wrote: how do you put the floor of the water volume normals? up, or out?
Hi Carlos, the whole volume (cube) has got the normal out but I intersect the cube with the room so the bottom face of the cube is below the floor :wink:
For every single face of the cube I assigned both side the water material.
CarlosR26 wrote:Sorry for my English :D

and sorry for mine too :) :)

Posted: Mon Jun 09, 2008 12:01 pm
by CarlosR26
tank you Mr_jo, very useful info. (im new in MLT renders)

8)

Posted: Mon Jun 09, 2008 4:10 pm
by CarlosR26
Mr_jo, another question... which method did u use? BiD MLT, PT, BiD PT, MLT????

Thanks !

Posted: Mon Jun 09, 2008 7:58 pm
by mr_jo
CarlosR26 wrote:Mr_jo, another question... which method did u use? BiD MLT, PT, BiD PT, MLT????
Thanks !
Carlos I don't remember very well but I think BiDir MLT

Posted: Tue Jun 10, 2008 3:55 am
by cpfresh
well, i'd guess due to the poor image quality the caustic quality suffered.

Posted: Tue Jun 10, 2008 6:43 am
by zsouthboy
great example