Forum Moderators: TheBryster
Bryce F.A.Q (Last Updated: 2024 Nov 26 4:28 pm)
If you care to check my image "Do Androids brag about the one that got away", I created the two portions seperately and composited them in photoshop. That way I could get the right atmosphere I wanted in each of the two medium. I feathered the edge of the water and along it I painted in with a brush set at dissolve (50%) which I motion blurred at an angle to give the impression of light rays. This is of course one of the methods. There are others as well.
Attached Link: http://www.aeol.com/brycepage/watertut1.html
Anthony Appleyard, just read the tutorial - it's possible. :) Take care, JimiSounds to me like he tricked the camera. Kinda like putting a pieces of glass in front of a real camera. I think the way I would approach this would be to make two renders, one with the camera just above the water, and one with the camera just below the water, and then combine the two with post-work in Photoshop.
Yes, this is what I remember from the distant past. Basically, you put a transparent cube in front of the camera and if I remember correctly, subtractive booloean the large water cube, thus getting a section cut into and above the water. It may be camera trickery, but as you can see in the image above, it works rather well. manowar
Tatro was kind enough to send me the obj file of this picture, but I must be brain dead because I still don't get it. He created his above/below water without a negative cube. I will send the file to anyone who thinks they could help me, if this will help anyone. Like I said, this is what he had to say: What I do is take a water-textured cube which has a water-textured, much-flattened wavy terrain fitted to its top surface, and place it right in front of the camera, so that the camera lens looks both over and into the cube. The rippled light on the underwater surfaces is given by shining a no-falloff spotlight textured with a ripple image down from above. Please respond!
Looks perfectly clear to me. :-) Anyway: create a cube, apply a water texture to your satisfaction. Possibly world space or object space, I'd have to experiment. Create a grayscale of water ripples in a image editing program like Photoshop. Create a terrain in the terrain editor, erase the picture in the terrain editor and apply the ripple. (put resolution 512.) Lower as much as you can in the terrain editor. Click OK. Stretch the terrain so it covers the top of the cube, put the Y dimension of 0,01 or so. Lower the terrain so it merges slightly with the cube. Apply the (a) water texture to the terrain, to your satisfaction. Enter into camera view, position camera close to the cube and looking over the top of the cube. put a ... conical, probably ... spotlight so it shines directly from above. Click on Edit, and apply the same ripple picture as Gel. Set the colour of the light to your satisfaction. Now mask the edges of the cube with something like Don Tatro did. That should be it.
-- erlik
Again, with my formatting:
Well, just remembered that you'd probably want to put your camera somewhere inside one of the XZ planes of the cube, not very close to it.
Like
<br></br>--------<br></br> |<br></br> X |<br></br> |<br></br>--------
Where the X is the camera, and the bounding box is top side of the cube.
-- erlik
Alleycat, Could you provide me with some details on how you achieved this? I.E., camera position, camera angle, size of positive, size of negative and lighting. I don't mean to sound like i want you to hold my hand and walk me through this, but I really have tried to do it and can't seem to get a handle on this project. I would appreciate you help very much.
Volumetric slab of water (positive) + glass cube (negative) Group the two together and place the camera inside the negative cube. Camera position should be at water level. You may have to adjust the angle of the sun a bit too. Bubbles are just sphere's with glass bubble texture. Splash is a terrain mesh with water texture. Adjust field of view until it looks right. Sorry I don't have a formula for this, I just do it by eye. I hope this helped a bit though. Good luck.
I played around with it and found: The camera should peak out of the (-) cube slightly. The (-) cube should be small about (30:30:30) and normal to the direction the camera is pointing (no visable angle). Don't worry about lighting,fish or gels until you get your angles right. it ain't easy - but if I could do it ...
I agree that doing it with a volumetric cube can be a toughie. Thats why I took the easy way out I guess...I did 2 seperate images! I composed the two images seperately (as I used the fog and haze settings to simulate murky river conditions. I kept the camera on water level in the "above water portion". I then deleted all the content which I didn't need "under water", i.e. I kept only the rocks and the fishing line (as I needed their reference under water), tilted the camera down and imported in the underwater scene and changed the sky setting to underwater (which I had saved). After rendering, I took the two images and cut out the above water portion along the water ripples and feathered the edges. I then drew a white line set to dissolve 40-50% along the edge on a seperate layer and then motion blurred it along the direction of light...this made it into bit of sparkles along the water edge. The fish line and rocks acted as continuity and the image set in perfect! I'm reffering to my"Do androids brag about the one that got away!". Check if this works for you?
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I am trying to make a water scene where you can see above and below the water line, can anyone help me out with a tutorial?