Iceberg

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Stur
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Re: Iceberg

Post by Stur » Mon Jun 22, 2009 7:30 am

Cool. I will try your method for the waves, it's easier than to simulate waves with an ISL script I think.

About the "air box", I tried too but I obtained strange reflections. Your pictures prooves that it is possible however, so I'll try again.

Concerning the iceberg mat, I was planning to apply an fbm texture to the displacement shader, but modulated by a weightmap to have some parts softer than the others.
And I definitly think it must have SSS, but then, with an SSS mat inside another, you'll probably get the strange behavior I got. :(

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Stur
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Re: Iceberg

Post by Stur » Mon Jun 22, 2009 11:30 am

Your tip about making a wavemap with Photoshop is very cool, thx 8)

As you can see, I got big troubles. I'm sure only the top face of my cube for the ocean is displaced, as my other faces are mapped by an uniform grey square on my texture. But I get these horrible triangles. I think these are reflections of the surface on the other faces.
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benn
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Re: Iceberg

Post by benn » Mon Jun 22, 2009 11:41 am

@neepneep is that from indigo?

neepneep
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Re: Iceberg

Post by neepneep » Mon Jun 22, 2009 9:03 pm

@stur : I had some problems like that as well where the light was either escaping through the bottom or being reflected internally. I also noticed that if my sea box was too big then it would start giving problems ie. it turns black like in your earlier renders. I ended up putting a wedge-shaped sea floor at the bottom of the sea (pretty deep down) and that seemed to help with most of these funny problems.
Also, aren't those faceted triangles just from smoothing being turned off?

I don't know if this helps but try make 2 material groups for the sea - (1) one for the top surface which has the sea material + a displacement texture and (2) one for the other 5 sides which is just the sea material but no displacement texture.

@benn : of course its indigo!

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CTZn
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Re: Iceberg

Post by CTZn » Tue Jun 23, 2009 12:27 am

Stur wrote:And I definitly think it must have SSS, but then, with an SSS mat inside another, you'll probably get the strange behavior I got. :(
That stopped my wip for the competition, beside that I started very late :cry:

Definitly a tough subject you are trying to reproduce Stur... looking forward to your progresses with ISL :)
obsolete asset

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Re: Iceberg

Post by neepneep » Wed Jun 24, 2009 6:04 am

Here's a version with a nicer environment and a fake iceberg made of styrofoam
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Stur
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Re: Iceberg

Post by Stur » Fri Jun 26, 2009 1:50 am

Nice Neepneep.

Is it lit by an envmap ? It think it would be great if your scene was brighter. Maybe with a sun you could get caustics on the iceberg. (I said "maybe" :D)

I hadn't time to work on my iceberg again, yet.

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Re: Iceberg

Post by neepneep » Fri Jun 26, 2009 8:49 am

I'm also keen to use sun + environment map but I'm just gonna have to hold my thumbs until thats available... 8)

These are the 3 light layers.
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iceberg2.jpg
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iceberg1.jpg
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iceberg0.jpg
Environment
iceberg0.jpg (61.08 KiB) Viewed 5476 times

neepneep
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Re: Iceberg

Post by neepneep » Fri Jun 26, 2009 10:22 am

I tried different blending modes in photoshop and i thought this one turned out quite nice (luminosity blending of iceberg1.jpg on top of iceberg0.jpg)
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Stur
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Re: Iceberg

Post by Stur » Fri Jun 26, 2009 7:02 pm

Indeed ! I prefer this version than your daylight one.


I could work yesterday evening. I tried to follow your advices, but with two different materials on the same object, I got only the surface to be rendered. The 5 other faces where full black, no matter the size of my mesh.

I could get rid of my ugly reflections so I ended up modeling the water with a huge cylinder. I displaced the surface with a wavemap done following your method (very nice results :)), and I set "Max Change" variable to 0.003 as adviced by CoolColJ in his 2007 experiments.

The result is quite nice, but I get these colored things, so I'll give a try with Indigo 1.0.9.
edit: in fact it would be fair to give a try with 2.0.9 first, but Ono didn't mention any change in SSS code. I'll try anyway.

I have to tweak water a little bit, and finally to model a better iceberg.

Advices are still welcom :D
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Stur
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Re: Iceberg

Post by Stur » Sat Jun 27, 2009 12:05 am

Ok.
2.0.9 refused to start rendering with displacement and bidir. It worked ok without displacement or without bidir, but to colored things were still here.

Here is a render with 1.1.14.
I added more SSS and I reduced the subdivision level (but I should have not :lol: )
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Doug Armand
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Re: Iceberg

Post by Doug Armand » Sat Jun 27, 2009 12:54 am

Thats kinda looking good. :)

The ridges on the iceberg below water - caustics from the surface? If so then some geometry/bump mapping will help break that up and look more realistic maybe?

The water volume itself ain't looking too bad - looks good with all the grain :D
Doug

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dmn
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Re: Iceberg

Post by dmn » Sat Jun 27, 2009 6:37 am

that's really looking cold, I mean cool!

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Stur
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Re: Iceberg

Post by Stur » Tue Jun 30, 2009 8:11 pm

Here is my latest attempt. The more I try, the worst I get. I must admit I'm getting a bit bored :x

Changes :
- I smoothed the wavemap to get smoother caustics (but I think I shouldn't have)
- I reworked the geometry of the water to (try to) get less strange dark areas, but I got more ...
- I made an small isl script to displace the iceberg geomtry. The result is quite cool, but it doesn't look like an icerbeg.

@neepneep : I definitely can't get a clean water like yours. I tried to use two materials like you, but only got black water :cry:
Attachments
im1246309807.png
My latest attempt
im1246309807.png (639.13 KiB) Viewed 5280 times
im1246309259.png
A closer look to the icerberg's texture
im1246309259.png (704.25 KiB) Viewed 5278 times

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Polinalkrimizei
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Re: Iceberg

Post by Polinalkrimizei » Wed Jul 01, 2009 3:59 am

hey stur,
please don't get bored, I am enjoying your experiments very much! :)
It is a very cool idea, and just remeber your first picture to actually see the progress... :wink:
Your shader doesn't look like ice yet, but looks definitely interesting. please go ahead with isl-stuff as well, the more cool stuff I see, the moreI wanna learn it myself.

@Ono: why do we have to use old versions of indigo to get correct sss?! What was the reason to change it? what has improved? And is there a way to put the "old" sss-code into commercial indigo??

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