Forum Moderators: wheatpenny Forum Coordinators: Guardian_Angel_671, Daddyo3d
DAZ|Studio F.A.Q (Last Updated: 2024 Dec 03 7:51 pm)
Ah well. :(
Maybe Poser can do it, though I'm still going to experiment with water in DS. :)
Can Bryce do refraction? Or does pwSurface for DS have that ability? I have both,
and may just see if I can do it. The pwSurface shader DOES have reflection and
refraction settings. Maybe it's possible if the pwSurface shader is applied to the
water prop. What do you think?
Greywolf
There is a Bryce tut here
http://www.renderosity.com/mod/tutorial/index.php?tutorial_id=254&page=1
~Jani
Renderosity Community Admin
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Actually, I'm having some success in DS using a cube primitive. I made each side a separate
material, used the top as the water surface, and set the transparency on sides and bottom,
depending on how deep the water is, though the back side should be opacity 100%. The
FogBox might also help with water murk. Still haven't got the surface to my satisfaction.
There are not many oceanic bump maps out there. :(
Greywolf
BTW, Poser's grouping tool was responsible for making the cube sides separate mats. :)
You may want to take a look at this render engine:
http://www.kerkythea.net/joomla/index.php
I've been using it for a couple of weeks now to expand my rendering options for D|S scenes and am very pleased with the results. It supports masking renders as one of the built in presets which would make it very simple to do the two render composite R.H. mentioned in his post.
if you are prepared for a learning curve there is www.povray.org and a utility called Poseray to convert poser and Daz scenes to povray and moray (a gui modeler that calls povray to raytrace). Povray does photons, caustics, ior, and everything you'll need.
D|S does refraction, but only to change the way things look through a refracting surface (so you can get the broken pencil effect) - what I was saying it doesn't do, and nor does Poser, is change the way the light shining through a refractive surface illuminates what's below the surface. As a result you really need two different lighting set-ups, one for below the surface and one for above, which is why I suggested using two renders and mixing them.
Greywolf
I know the uberlight can do caustics, and if doing them in DS is similar
to Poser, then doing them will not be too hard. On water, though, if you
are doing a split view as in my other thread, you have TWO types of
caustics to concern yourself with. The light travelling THROUGH the water
surface, and the light REFLECTING off that same surface. Now, I believe
both types of caustics are very similar, but would I be correct in
assuming that the reflected light is not as bright? Any thoughts on this
from the Lighting masters would be appreciated. I have both the uberspot
and the uberpoint, though I think the spot is the better choice for caustics.
Greywolf
Greywolf
Underwater caustics aren't as bright as surface caustics from reflection, true, but surface
reflection fades faster the farther from the water you get, underwater caustics may be dimmer,
but the light seems to travel farther, I think, because it's direct light and not reflected light. BTW,
I've figured out how to get the uberlights to show caustics, finally. :)
Greywolf
Greywolf
I have pwCatch, and as far as I've seen, it's for 'catching' figure shadows so they'll blend in with
a photographic background. It won't stop shadows from being caught by a prop background.
I've the solution though. I did a render without shadows, then one with just the boat and the
Lovers with shadows on. I'll mask the second and layer it on the first. :)
Greywolf
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Greywolf