Forum Coordinators: Kalypso
Carrara F.A.Q (Last Updated: 2024 Nov 21 9:55 pm)
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I think that this is probably it...
It's a little counter-intuitive. Here's a sample that I slapped together. Click the image for a larger view.
What you can't see in the screen capture is the vertex object that is actually in the shape of the wake. This has it's visibility turned off.
The shader for the wake is a multichannel mixer that combines two water shaders using the Terrain>intersect function. You can see the object "wake", which is the vertex object, as the shape that the Terrain Tools function is tracking to blend the two shaders together.
Then I just added some noise to the blend function and additionally created an irregular fall-off in the plug-ins dialog box. (you just have to click on the button for custom falloff)
Just post back with any questions.
Mark,
What a great quick response.
I printed out that screen grab image to study---I think I am even more(very thickly) confused!
Stuff shown that is different /contrary to earlier "explanations"?
Do you have the time, using simple models would be enough, to provide a full .car file that one could study?
Could it be an addition to the brilliant "Dark Arts"?
Brian
ps My question derived from trying to help a thread at the DAZ forum--you have no idea at how frustrated I am at the moment because I am positive I "solved" this once before!
bwtr
Thanks for the prompt reply Mark.
I have/had saved the two shaders involved into my Shader browser----and that idea was what I have been trying. (Obviously they both saved with multi-channel)
However, I gather a "Reference Shader" is not the same as those?
(Sorry if I seem as thick as usual!)
Brian
bwtr
Reference Shaders are an option under the Complex Shader in the Shader tree (only available when selecting from the top level of a shader) This allows you to create a shader tree that "subscribes" to existing shaders.
This provides for consistency across multiple implementations of, in this case, a water and a foam shader. Each one uses the same reference for water and foam but you can change the scale and objects that the master shader (the multichannel mixer) interacts with.
Mark
I am so frustrated at my "thickness" but I have difficulties still.
I have Two individual Water shaders for applying to the Infinite Plain.
One has a Terrain tools Surf effect assigned by the Intersect to the Wake shape object.
The second shader, with a differently constructed Surf effect, is assigned to the Terrain via the Intersect.
To get the end result needed it would seem that both shaders need to be applied to the Infinite Plain at the same time?
I have been attempting to find a solution via the Reference Shader principle but I am stumped.
Brian
bwtr
Ha, you are so right. I totally spaced that. More coffee please.
To remedy this, you can do the same trick but instead, make a plane (vertex or primitive) and make it a child of the boat. Then move this to be something like .01 above the infinite water plane. Just like before, you'll have two reference shaders. However, one of them should have an alpha value of zero to make it invisible so that the only thing showing is the foam.
This is a similar trick to what was done on the CG boats here to create the boat wakes: http://carrara3d.com/3d_gallery_icebr.html
Look at the videos and stills.
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Back in about Jan07 there was some stuff/tutes, about using TerrainTools to create a "surf" on an "invisible" triangular object to resemble bow wave effects on a boat.
Appreciate any help in locating that forum thread.---wherever it was?
Brian
bwtr