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Subject: Foam On Ocean Primitive


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bwtr ( ) posted Thu, 06 March 2008 at 6:05 AM · edited Mon, 25 November 2024 at 9:36 AM

file_401391.jpg

Using the DCG shaders I feel I should be able to get foam on the crests of waves, perhaps using a height map copy of the Ocean--or something? Any suggestions anyone?

bwtr


MarkBremmer ( ) posted Thu, 06 March 2008 at 6:15 AM

 That's how you can do it but it does take some careful finessing.






bwtr ( ) posted Thu, 06 March 2008 at 6:31 AM

That was quick Mark. Thanks.
Have you any "easier" suggestions?

bwtr


Hoofdcommissaris ( ) posted Thu, 06 March 2008 at 6:55 AM

 I saw a trick that is used in Bryce that could be something.
The idea was to duplicate the ocean primitive and adjust the height so it just pops through at the highest point (make primitive higher and lower the whole thing). Then shade with a nifty foam-like shader (I imagine 'cells' in the bump map).

As I am typing this, I realise that this system only works if there is no transparancy.
The workaround is of course to render the foam in a seperate version, where the ocean is 100% black, and then put the foam render on top of the render in Photoshop, with the blending mode set to 'lighten'.
But then you should have Photoshop...

Another way I can imagine is Boolean substraction, but I have no idea if that works with the ocean primitive, and if it brings a computer to a screeching stop...

Hope this helps. Not sure though... :-)


MarkBremmer ( ) posted Thu, 06 March 2008 at 7:13 AM

 A height map is a good solution because it's dynamic and you can can adjust the blend with noise.

However, the easiest solution (meaning that there is no fiddling with numbers) is to convert the ocean primitive to a vertex mesh, UV map it, export the texture map and then paint your ocean with foam and import it as a texture map in the shader room.






Hoofdcommissaris ( ) posted Thu, 06 March 2008 at 7:24 AM

... with a little handy photoshopping you could also create an alpha map and a displacement map to create 'real' 3D foam (that was what I was imagining).

But just painting it on the waves could be all one needs for most shots you can imagine using the ocean primitive.

Making stuff unneccesairly (?) complicated is best to avoid. I should now by now :-)


bwtr ( ) posted Thu, 06 March 2008 at 3:40 PM

Thank you both. Using the duplicate primitives "poke through" leads to a very sharp diferrence which is unreal.
Marks vertex method sound a realistic alternative but may be just as time consuming as the first idea?
Still, will investigate both.
Brian

bwtr


bwtr ( ) posted Thu, 06 March 2008 at 5:05 PM

file_401423.jpg

On the second Ocean I just applied one of the Toxe Shader Opps shaders (Mentioned in earlier threads) and adgusted a bit in the Alpha and transparency channels. No adjustments have been made to either Oceans--they are both at default placements. Looks like having a potential for enlivening a rough ocean ?

bwtr


bwtr ( ) posted Thu, 06 March 2008 at 5:46 PM

file_401426.jpg

Probably being nieve but I was hoping I could restrict the operation of the Toxe shader with using the enviorenment shader. The Ocean has an "Amplitude of 2ft" Maybe I don't know how to set things?

bwtr


dbigers ( ) posted Thu, 06 March 2008 at 6:43 PM

Hi. I dont have experience with that shader. What I usually do in these instances is use a bright color in the Color channel to experiment. Start at zero for a height. Then raise it until you see something. Eventually the color should rise up on the object and you can find the right "height". This should be done on a dummy shader. Once you have that height to where you just see color at the very top of the object, copy the channel. Then paste it to the appropriate channel in your "real" shader. I know that is much harder than it sounds, but that is the only way I have found to get that effect. I have an image I did a couple of years ago here that has a shoreline foam. That is the technique I used on that. http://www.renderosity.com/mod/gallery/index.php?image_id=1098481 Of course this water has no height. It was just a flat plane. I actually placed the foam on the terrain object. But I believe you can use the same technique on the ocean object. I look forward to seeing your progress on it. If I get some time this weekend I will see if I can come up with something as well.


bwtr ( ) posted Thu, 06 March 2008 at 9:03 PM

The DCG shader plugins which give (edge) shoreline foam effects are brilliant and I have posts elswhere. That is the principle, using those plugins, that are the subject of my first post.

I am just experimenting with a (?) shortcut possibility before I go back to the original discusion.

In this latest fiddle I do not seem to be getting the height effects I want--mabe the whole shader tree layout is wrong?

bwtr


bwtr ( ) posted Fri, 07 March 2008 at 12:01 AM

file_401458.jpg

Now.--- if those dark grey bits were black! So near!

bwtr


Patrick_210 ( ) posted Fri, 07 March 2008 at 9:03 AM · edited Fri, 07 March 2008 at 9:04 AM

http://tinyurl.com/2ys3wl

Here's a simplistic version of whitecaps I made using just elevation.

It's possible you may have to be a member of Yahoo DAZ Carrara group to access this link.


JohnMalv ( ) posted Fri, 07 March 2008 at 1:15 PM

Quote - http://tinyurl.com/2ys3wl

Here's a simplistic version of whitecaps I made using just elevation.

It's possible you may have to be a member of Yahoo DAZ Carrara group to access this link.

Patrick- I get a "document not found" and I'm a DAZ Carraga group member....



Patrick_210 ( ) posted Fri, 07 March 2008 at 1:33 PM · edited Fri, 07 March 2008 at 1:33 PM

Maybe you have to be logged in, sorry. You can always access it from the  Yahoo DAZ Carrara Group files under Patrick210 stuff, whitecaps avi.


JohnMalv ( ) posted Fri, 07 March 2008 at 2:04 PM

That's probably it. Thanks :)



bwtr ( ) posted Fri, 07 March 2008 at 4:55 PM

Thanks Patrick

bwtr


ShawnDriscoll ( ) posted Fri, 07 March 2008 at 11:26 PM

Sounds like a fun challenge for Anything Goos.

www.youtube.com/user/ShawnDriscollCG


bwtr ( ) posted Fri, 07 March 2008 at 11:56 PM

HEY!, what a novel concept Shonner!
Lead off-----

bwtr


ShawnDriscoll ( ) posted Sat, 08 March 2008 at 12:27 AM · edited Sat, 08 March 2008 at 12:28 AM

I'm 600 miles from my studio at the moment.  Should be back tomorrow.

www.youtube.com/user/ShawnDriscollCG


Patrick_210 ( ) posted Sat, 08 March 2008 at 7:36 AM · edited Sat, 08 March 2008 at 7:37 AM

Attached Link: http://www.youtube.com/watch?v=JXRb0aSqqBU

I'm not sure how AGoos would help since there's no geometry to intersect. Anyway, I posted it here.


Patrick_210 ( ) posted Sat, 08 March 2008 at 7:49 AM

Here's another ocean primitive anmation, larger scale, no foam. I used absorption around the island. YouTube kind of blurred it out in the middle, but you get the idea of using the primitive on a large scale.

http://www.youtube.com/watch?v=LgZCW_IsB-4


ominousplay ( ) posted Sat, 08 March 2008 at 12:38 PM

 Ok, real foam stays on the surface and floats around.  Aren't you after a "spray" or something? - I lack the word - but I've seen foam that floats around and wraps up in things.  I've seen it stick to my nets when I've fished, and cling to my gloves.

Could you use a surface replicator to put something with substance on the surface?  It would move with the waves, but not just limited to the crest of the waves - 

Nice video Patrick.

If you want just the wave crests, it would need to be elevation - mentioned earlier - maybe with AG on the elevation channel.  

Can't wait to the see what you come up with.

Never Give Up!


ominousplay ( ) posted Sat, 08 March 2008 at 2:46 PM

file_401565.mov

I just had to play with this - here is a .mov file and next I'll upload the Car file ( you'll have to change the extension back to .car from .txt. Is this what you're looking at doing?

Never Give Up!


ominousplay ( ) posted Sat, 08 March 2008 at 2:47 PM

file_401566.txt

And here is the .car file with the wind and foam added in the shader - look at the settings in the shader room.

Never Give Up!


ominousplay ( ) posted Sat, 08 March 2008 at 3:21 PM

file_401568.jpg

And an image -

Never Give Up!


ominousplay ( ) posted Sat, 08 March 2008 at 4:01 PM

file_401570.jpg

I can't help myself - thanks bwtr, you motivated me to play around with the waves and foam.

Never Give Up!


ominousplay ( ) posted Sat, 08 March 2008 at 5:29 PM · edited Sat, 08 March 2008 at 5:31 PM

file_401577.jpg

I don't mean to take over your post BWTR, but I'm having fun! I changed the bump altitude to match the height of the wave - so if the ocean is 2 inches, the elevation bump and color channel is at 1.5 or so. I'm going to play with the bump more and see if a transformation will help bring definition to the tops of the waves -

Never Give Up!


bwtr ( ) posted Sat, 08 March 2008 at 6:05 PM

Keep up with the solutions--any help to my slow old brain is always welcome.

bwtr


ominousplay ( ) posted Sat, 08 March 2008 at 6:27 PM

Brian, did you download the file? The movie is okay, just shows how the elevation works - but I've been playing with it and it makes pretty good crest disturbances -

Never Give Up!


ominousplay ( ) posted Sat, 08 March 2008 at 6:48 PM

file_401587.jpg

EDIT : I tried loading the carrara file but it was too big!! And I know there is a way of putting waves around objects... Mark B. showed it around a ball, bike, shark - I think it is a DCG plug-in, but it would be perfect for ringing the seagulls on the water. Terrain Tools - yes, I don't have it, but it would work to ring the gulls.

Never Give Up!


bwtr ( ) posted Sat, 08 March 2008 at 6:58 PM

Yes I have downloaded it but have not opened it yet.
By coincidence?, a Digital Tuters post about RealWave in Real Flow was posted between your posts. I have just downloaded the four free movies.
I have the light version of RealFlow but, watching the movies just slightly as they were downloading, I can see the potential for a lot of approaches which could possible be applied in Carrara.

Digital-Tutors Newsletter [webmaster@digitaltutors.com]

WOW, you have all given me hours of experiments to work on.
Thanks.
Brian

bwtr


bwtr ( ) posted Sat, 08 March 2008 at 7:16 PM

http://www.digitaltutors.com/newsletter/03_07_08.html

This might be better--see a little lower in the page for the RealFlow stuff.

bwtr


bwtr ( ) posted Sat, 08 March 2008 at 10:13 PM · edited Sat, 08 March 2008 at 10:19 PM

file_401598.mov

Here is a version with just a few modifications. There is no doubt that the potentials--especially when the DCG shaders including Enhance C are used--are huge. Thanks OP and all.

bwtr


ominousplay ( ) posted Sat, 08 March 2008 at 10:54 PM

Looks great Brian - makes me want to go sailing.

Never Give Up!


ShawnDriscoll ( ) posted Sun, 09 March 2008 at 12:02 AM
bwtr ( ) posted Sun, 09 March 2008 at 12:11 AM

Hope you did not drive that 600miles!
Any chance of seeing  the shader set up please Shonner.

bwtr


ShawnDriscoll ( ) posted Sun, 09 March 2008 at 12:18 AM

Attached Link: http://www.shonner.com/drafts/water.car

Yes, I drove.  I like driving.  Great weather in California today.

Here is the file.
http://www.shonner.com/drafts/water.car

www.youtube.com/user/ShawnDriscollCG


ShawnDriscoll ( ) posted Sun, 09 March 2008 at 12:23 AM

file_401614.jpg

bwtr,

Do you have Enhance:C listed 4 times like I do?

www.youtube.com/user/ShawnDriscollCG


bwtr ( ) posted Sun, 09 March 2008 at 12:24 AM

Yes, I think thats normal?

bwtr


ShawnDriscoll ( ) posted Sun, 09 March 2008 at 12:27 AM

I just now noticed it.  The lists are different though for the dupes.  So I guess it is normal.

www.youtube.com/user/ShawnDriscollCG


bwtr ( ) posted Sun, 09 March 2008 at 4:42 AM

There is only the one Enhance C file in the C6 Extensions folder.
You may want to highlight the duplication to Eric.

bwtr


ewinemiller ( ) posted Sun, 09 March 2008 at 6:51 AM

You must be selecting a slot that allows topmost shaders and normal channel shaders. You're seeing the groups of Enhance:C top most shaders (stuff that works like multichannel or layers) and the stuff that works at the channel level (things that work like multiply and color).

Regards,

Eric Winemiller
Digital Carvers Guild
Carrara and LightWave plug-ins


bwtr ( ) posted Sun, 09 March 2008 at 7:41 AM · edited Sun, 09 March 2008 at 7:47 AM

 Great that you are keeping a fatherly eye on us Eric. Thanks.

However, this dumb one can not clearly understand what you are saying?

(I have a suspicion that, if you can be more explanatory, a lot of other puzzles will be cleared up!)

PS--Ahhhh?---I have the preferences set so shaders are seen regardless of context--it goes way ,way back to a landscape tute by Cajomi that could not be done untill after pleading for an answer to the difficulty, ----Johannes told me of the need to make that change.

bwtr


ShawnDriscoll ( ) posted Sun, 09 March 2008 at 1:56 PM · edited Sun, 09 March 2008 at 1:57 PM

Quote - You must be selecting a slot that allows topmost shaders and normal channel shaders. You're seeing the groups of Enhance:C top most shaders (stuff that works like multichannel or layers) and the stuff that works at the channel level (things that work like multiply and color).

Regards,

I figured that's what I was doing.  Normally I'm inbetween a bump and a grout texture and don't see the extra ones.

www.youtube.com/user/ShawnDriscollCG


ShawnDriscoll ( ) posted Sun, 09 March 2008 at 2:00 PM

Quote -  Great that you are keeping a fatherly eye on us Eric. Thanks.

However, this dumb one can not clearly understand what you are saying?

(I have a suspicion that, if you can be more explanatory, a lot of other puzzles will be cleared up!)

PS--Ahhhh?---I have the preferences set so shaders are seen regardless of context--it goes way ,way back to a landscape tute by Cajomi that could not be done untill after pleading for an answer to the difficulty, ----Johannes told me of the need to make that change.

To me it means that Enhance:C can be master of an entire shader, or be mastered by a shader's channel's operator.  Some parts of a shader tree allow Enhance:C to do either role.

www.youtube.com/user/ShawnDriscollCG


noviski ( ) posted Mon, 10 March 2008 at 9:05 PM

My version (.avi file, 2MB, needs XViD codec):

ciadasideias.com.br/noviski/imagens/ocean_foam_test.avi

I made it without plugins. Looks fine in a still image, but doesn't in animation. Keep trying...


bwtr ( ) posted Mon, 10 March 2008 at 9:25 PM

Thats brilliant Noviski! Thanks.

Any chance of having a copy of the file or .the .cbr please?

With the DCG plugins you could have a wow foam attached to the motor boats movements as well!

bwtr


noviski ( ) posted Mon, 10 March 2008 at 10:00 PM

Thank you, Brian!

Sure, you can download the .cbr here:

Ocean Foam

The .car file you can get here:

Ocean Scene

The cool thing about this shader is, you can play around with the Color Channel, at the Gradient Color, to create the foam's amount, depending the size of your ocean primitive. Just it! Don't needs to touch at the other channels. ;)

Keep us updated about your progress.


bwtr ( ) posted Mon, 10 March 2008 at 10:32 PM

Here in South Australia we are having the longest Heat Wave in recorded history EVER!. (Days consistently over 35C)--and it's supposed to be Autumn!
Will it make, again, over 40 today?
I have not done any serious 3D stuff over the last 10 days--the minds a real mush!

Great thanks for those files mate--will play with when the temp is down to 30C!

Brian

bwtr


ominousplay ( ) posted Tue, 11 March 2008 at 1:30 AM

What is a .cbr file? I downloaded the .car file and it is a nice mix of shaders - simple is best. I didn't think to use the gradient - snow already applies to elevation... good thinking. Has anyone seen a 3D puffin?

Never Give Up!


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