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Subject: Terrain Tools into Ocean Shader


bwtr ( ) posted Tue, 11 September 2007 at 7:50 PM · edited Mon, 29 July 2024 at 2:09 PM

file_387713.jpg

(Brian is feeling very old and thick headed today--again!) I would love to be able to incorporate the DCG Terrain Tools ideas into the C6 Ocean object. Looking at my print outs of a good screen grab of a Terrain Tools shader tree my eyes and mind are glazing over!

Any help and advice appreciated--in pre-school  level language!

bwtr


MarkBremmer ( ) posted Wed, 12 September 2007 at 6:27 PM

file_387822.gif

You can, it's no problem. Multichannel mixer and blend with Terrain Tools => Intersect.






Patrick_210 ( ) posted Wed, 12 September 2007 at 6:48 PM

file_387824.jpg

See, it works. Used some Enhance C in there also. Sorry, can't give out the shader.


bwtr ( ) posted Wed, 12 September 2007 at 7:24 PM

Thank you both. I have Enhance C also. Hope my brain is up to it all today!

bwtr


bwtr ( ) posted Wed, 12 September 2007 at 9:33 PM · edited Wed, 12 September 2007 at 9:33 PM

file_387842.jpg

This image shows the effect (in red) of using Marks idea. I also changed the wind angle from X to Y.

Patrick. Are you saying your image incorporated Enhance C, INTO the default Ocean shader?
Someone needs to develop a HUGE manual for Enhace C--the potentials I can visualise but are way beyond my old brain to work out to apply. (Could you sneek in a little tute to exactly explain for this exercise maybe?)

bwtr


Patrick_210 ( ) posted Wed, 12 September 2007 at 9:37 PM

I'm not sure, maybe I used EnhC caustic for the noise in the surf intersect.


bwtr ( ) posted Wed, 12 September 2007 at 10:09 PM

file_387851.jpg

Thanks again. Here is the version with the Enhance C Caustic ( at default setting) as you suggested. The variations possible with EC are mind boggling!

bwtr


danamo ( ) posted Thu, 13 September 2007 at 12:21 AM

Amazing! Excellent detail in that surf. Thank you for the illustrative example Patrick, and thanks to both you and Mark for verifying that Terrain Tools is already compatible with the new Ocean primitive. Kudos to Eric for making quick adjustments on his plug-ins in such a short time after getting the C6 SDK.


Patrick_210 ( ) posted Thu, 13 September 2007 at 3:12 PM · edited Thu, 13 September 2007 at 3:14 PM

I was using Terrain Tools before to simulate absorption, it's nice in C6 to not have to configure that part anymore, it was a little complex because you had to subtract the foam part out of it. If you look closely at my example you can see that I used elevation to drive the location of the whitecaps.


danamo ( ) posted Thu, 13 September 2007 at 5:12 PM

Yes, I did notice the whitecaps; very nice indeed!  I've got both the plugs you used, and I plan to treat myself to C6Pro as a Bday present. Now, if I could just borrow your brains and talent for a few hours. ;-)


bwtr ( ) posted Thu, 13 September 2007 at 7:09 PM

Thanks Patrick. Will play with that also again today.

bwtr


bwtr ( ) posted Thu, 13 September 2007 at 8:38 PM

file_387943.jpg

 Patrick Sorry if I am a bit thick.(again)  In relation to Elevation to you mean adjusting here?

bwtr


MarkBremmer ( ) posted Thu, 13 September 2007 at 8:59 PM

Hi BTWR, No, that's just scaling. Elevation is one of the functions in the Terrain Distribution shader adjustments. Quite a handy tool for many things besides terrains. ;-)






bwtr ( ) posted Thu, 13 September 2007 at 10:13 PM

Mark. To get to Elevation, I guess you have to insert Terrain Distribution>Custom?

I just can not work out where on the shader list (See previous print screen)  to actually place this--and then, looking at the things to adjust seems rather daunting to know what to actually set!

(I am enthralled by Enhance C but the complexity of using is pretty daunting--NOW that might be  a tutorial CD idea that I might buy?---AFTER you fix MY problems!!!!!)

bwtr


MarkBremmer ( ) posted Fri, 14 September 2007 at 5:42 AM

You are correct. It is used as a mixing controller. Based on the scene and item scale, it will take a little experimentation to get the correct values in place. Try simply using it as a color instead of a mixing shader so you can more easily see the results. When you hit something you like, just drag it into your browser or make note of the values used for application as mixer when you get to that point in your shader.






bwtr ( ) posted Fri, 14 September 2007 at 7:49 AM

Thanks,  A job for tomorrow.

bwtr


bwtr ( ) posted Sat, 15 September 2007 at 1:37 AM

file_388035.jpg

This is again in red to highlite the variations from earlier efforts. Thanks again Mark.

bwtr


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