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Poser - OFFICIAL F.A.Q (Last Updated: 2025 Jan 25 9:50 pm)



Subject: Underwater submarine


bagginsbill ( ) posted Mon, 28 July 2014 at 10:43 PM

Sorry been working on updates to this but my PP2014 keeps crashing.


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bagginsbill ( ) posted Mon, 28 July 2014 at 10:46 PM

Quote - This image is a Poser render of my surface (and short-dive-submersible) grab-dredger. The sea surface is the ground plane re-colored and 50% transparent (edge transparency = 0%); the deep sea beyond visibility limit is the background with color red=0, green=128, blue=255. How could I make the effect of underwater visibility decreasing with depth, while keeping the air above water level clear?

(The big hole each side in its bows is the inlet and exit of a bow thruster)

There are several ways to do this, none of which are obvious or great. Given that Poser lighting has real volumetric scattering ability, we have various cheats.

If you have most of the light coming from a single infinite for the sun, you can set it to provide less light as the depth increases below a certain level in world coordinates.

It is not obvious how you'd do this, but it's fairly easy once you know how.

I will show.


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bagginsbill ( ) posted Mon, 28 July 2014 at 11:09 PM · edited Mon, 28 July 2014 at 11:09 PM

file_506106.jpg

Given that you want to place a water plane at some height in the Poser scene, you can set up a shader on your infinite light that will attenuate the light based on light frequency (color) as the light descends below the surface.

Set up your infinite (sun) like this.

The key parameters are identified with boxes and arrows:

 

Transmission Attenuation Color - This is where you get to say what happens to white light as it descends through the water. Water attenuates red faster then green or blue so the red component should be lowest. Depending on the impurities also absorbing and scattering certain colors, the green can be more or less than the blue. You decide. In this case, I put RGB 160, 190, 200. I use gamma correction so those turn into RGB coefficients according to the rules of gamma correction. If you don't use GC, you may need to adjust this color.

Transmission Distance - This is the distance at which white light turns to the color you gave above. I set the shader up for inches, so this is saying white light becomes the Attenuation Color at 1200 inches. (100 feet) If you decrease the number, light will diminish more quickly. If you increase it, it will stay stronger deeper.

Water Level - This is the level of your virtual water surface, in inches. I have it here set to 2400 inches (240 feet). 

So - in this setup, the "ground" is 240 feet underwater and that is where my bottom is.

 

 


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bagginsbill ( ) posted Mon, 28 July 2014 at 11:11 PM

file_506107.jpg

Here is a test setup.

I have a curved backdrop with a "ground" or "bottom" at 0 inches. The ship rests at ground level.

At 2400 inches above it, I have a board that intersects with the curved backdrop wall. This is so you can see where 2400 inches is.

As you can see, the sun light decreases and changes color below 2400 inches. Above 2400 inches it is at its normal strength and is white.


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bagginsbill ( ) posted Mon, 28 July 2014 at 11:19 PM

file_506108.jpg

Now when I add a (flat) water plane 200 feet above the ground, and look down from above, I see the depth is darker and bluer than above the water.

Note that I'm using refraction. You were using transparency. Don't use transparency - it's completely fake looking.

The water surface bends the light. What is at the bottom should look flattened.


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bagginsbill ( ) posted Mon, 28 July 2014 at 11:22 PM

file_506109.jpg

If I decrease the Transmission Distance to 400 inches (from 1200) things get quite dark in the deep blue ocean.


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bagginsbill ( ) posted Mon, 28 July 2014 at 11:27 PM

file_506110.jpg

Add some realistic wave shapes and it's starting to look like the real thing.


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bagginsbill ( ) posted Mon, 28 July 2014 at 11:30 PM

file_506111.jpg

And with a ship on the surface, looking across, not down, we mostly can't see anything under the water.


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bagginsbill ( ) posted Mon, 28 July 2014 at 11:34 PM

I used the same techniques to make this image recently.


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bagginsbill ( ) posted Mon, 28 July 2014 at 11:38 PM · edited Mon, 28 July 2014 at 11:39 PM

file_506112.jpg

To get realism under the water, we have to do much more. We have to simulate the effects of the missing volumetric lighting equations. All I did here was move the camera. It's not going to give the volumetric lighting and floating particle attenuation.

Poser doesn't have any of that. I will show you how to add all of it.

Notice, also, that Poser doesn't know how to do the reflections from under the water surface correctly. This is a sore point with me. But no matter. I will show how to get them.

If you don't want to follow the math, you can skip, as I will be supplying the shaders. But there is a lot of math and knowing it will help you deal with realism in other situations.


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bagginsbill ( ) posted Mon, 28 July 2014 at 11:46 PM · edited Mon, 28 July 2014 at 11:53 PM

For those who want to know the math of the Sun shader...

 

The P node gives absolute world coordinate position of whatever is being lit. It does so in units that are 1/10th of a Poser inch, or 1/1032 Poser Native Units.

I multiply the Y coordinate by .3 because I want inches (.1) and because the XYZ values get averaged as the output goes into a number. In other words, the output will be .3 * 10 * (Y in inches) / 3 which is Y in inches. Voila. We'll call this Y. In matmatic:

Y = P(0, .3, 0).asNumber()

Letting W stand for the water level in inches,

W = 2400

we need to know the depth (d) of the point being shaded below the water surface, so

d = W - Y

We don't want negative depth, so everything less than zero should be treated as 0. (Negative depth means above the water, and should be left alone).

d = Max(d, 0)

We're going to want to scale that depth according to some adjustable attenuation distance, D

D = 1200

d = d / D

The attenuation of light happens according to the exponential function. The attenuated light color RGB(160, 190, 200) goes into an exponentiation with the depth as the exponent and the color as the base.

C = IColor(160, 190, 200) ** d

That's the math for the sun shader.

Why does the negative depth (i.e. stuff above the water) not get changed?

Because for things above the water, we saw to it that d is 0. Any color to the power 0 is white.

Here's the entirety

C = IColor(160, 190, 200) ** (Max(2400 - P(0, .3, 0).asNumber(), 0) / 1200)


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Anthony Appleyard ( ) posted Tue, 29 July 2014 at 5:01 AM

file_506115.jpg

Here is my attempt:-


Anthony Appleyard ( ) posted Tue, 29 July 2014 at 5:02 AM

file_506116.jpg

Here is the maths (light4, and the ground plane). (Lights 1 2 3 are off.)

I always work in Poser units (1 = about 100 inches.)


Anthony Appleyard ( ) posted Tue, 29 July 2014 at 5:33 AM

file_506118.jpg

It's found something down there.

 

Transmission distance = 15 (= 1500 inches = 125 feet, here.


Anthony Appleyard ( ) posted Tue, 29 July 2014 at 5:46 AM · edited Tue, 29 July 2014 at 5:52 AM

file_506119.jpg

Got it.

 

To Bagginsbill :: hanks for the underwater light texture setting info; where could I get the realistic wave shapes from in your images above?

Do those wave shapes cause appropriate light refraction in light passing through the water surface?


Anthony Appleyard ( ) posted Tue, 29 July 2014 at 6:37 AM · edited Tue, 29 July 2014 at 6:47 AM

As I use y=0 as water level, is it possible to use maths nodes in the Atmosphere texture to make one atmosphere setting above water level (= in air) and another atmosphere setting (including underwater visibility limit) below water level (= underwater)?

Light penetrates by diffusion underwater much further than the underwater visibility limit.


bagginsbill ( ) posted Tue, 29 July 2014 at 6:41 AM

Quote - As I use y=0 as water level, is it possible to use maths nodes in the Atmosphere texture to make one atmosphere setting above water level (= in air) and another atmosphere setting below water level (= underwater)?

Yes. No matter what the water level, atmosphere settings can use the y coordinate to change behavior.

The one thing that can't is IBL (image based light). In an IBL, the P node doesn't do what we expect it to at all. Pity.


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bagginsbill ( ) posted Tue, 29 July 2014 at 6:45 AM · edited Tue, 29 July 2014 at 6:47 AM

Quote - Here is the maths (light4, and the ground plane). (Lights 1 2 3 are off.)

I always work in Poser units (1 = about 100 inches.)

It may be that you work in PNU, but I set the shader to work in inches, because the P node is always 1/10th of an inch and ignores your Poser Display Unit.

So you actually set the transmission distance to 10 inches.

That's ok - sometimes water is that densely filled with particles. But if you meant 1000 inches you should type 1000 there.

When simulating very dense particle concentration, you would use brown or green, not blue, since the attenuation of water is not the main factor - it's the particulate matter suspended in the water.

If you really want to work in PNU, so that you can express the water level and the transmission distance in PNU, then you should change the Subtract node's Value_2 from 1.000 to 1/103.2 which is 0.00968992248.


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bagginsbill ( ) posted Tue, 29 July 2014 at 6:49 AM · edited Tue, 29 July 2014 at 6:50 AM

Anthony you're still using transparency in your water plane, and adding a very blue diffuse reflection. Neither of those things should be happening.

The light color now shifts to blue and you don't need to fake it in the water plane.

Use refraction and reflection, modulated by a Fresnel_Blend node.


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Anthony Appleyard ( ) posted Tue, 29 July 2014 at 7:38 AM

Thanks for your help. I have now tried Fresnel on the the surface node’s refraction_color channel. I always get all sky reflection :: I see that in Poser the water is absolutely flat, but in a real harbor there would be wind-raised small waves all over the dock water, making different refraction effects.


bagginsbill ( ) posted Tue, 29 July 2014 at 7:46 AM

One step at a time. Waves are difficult. First show me your water shader with the Fresnel setup. If it's not right I'll notice.


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Anthony Appleyard ( ) posted Tue, 29 July 2014 at 9:03 AM · edited Tue, 29 July 2014 at 9:10 AM

file_506125.jpg

Here:-

The sea surface (= the ground plane recolored) is transparency=1, edge transparency=0, Diffuse Value = 0. (If I set both transparencies = 0, I always get the sea surface opaque.)

I have linked the refraction color to a Fresnel Blend mode, outer color = 0 10 200 (red first), inner color = 127 127 127


bagginsbill ( ) posted Tue, 29 July 2014 at 1:13 PM · edited Tue, 29 July 2014 at 1:15 PM

file_506136.png

For the third time - no transparency. That does not bend the light. Water bends the light. You want to use refraction.

Here is a basic (no waves) water setup using Fresnel_Blend. The Fresnel_Blend node determines the amount of reflection versus refraction according to the Fresnel reflection coefficient equation. (i.e. real life)

Turn off shadows for the water prop and put this shader in.

Once you get to this, then you can experiment with waves in the bump channel.

However, that will be many days of discussion, so start with simple water and get used to that. I bet you will still have questions or do things wrong.

For example, I repeat: TURN OFF SHADOWS FOR THE WATER PROP.

Also: You need to enable raytracing and have at least 1 bounce.

Also: You will need a full 3D environment behind the water (at least an environment sphere) for it to reflect things like the sky.


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Anthony Appleyard ( ) posted Wed, 30 July 2014 at 6:04 AM

Attached Link: http://larashots.com/appleyard/temp/renderosity/info.htm.

Thanks for you advice. My next attempt is at this link.

 


bantha ( ) posted Wed, 30 July 2014 at 9:43 AM

Looking good so far. 


A ship in port is safe; but that is not what ships are built for.
Sail out to sea and do new things.
-"Amazing Grace" Hopper

Avatar image of me done by Chidori


Anthony Appleyard ( ) posted Wed, 30 July 2014 at 10:40 AM · edited Wed, 30 July 2014 at 10:43 AM

Attached Link: http://larashots.com/appleyard/temp/renderosity/info.htm.

file_506174.jpg

This is the same run as before, except that:

The ground plane (= sea surface) uses Ground Default Texture as a displacement map, with 'Displacement' = 0.1

The dock wall's brick pattern reflects distorted on the dock water, as would be with reflecting from waves. I suppose that the circular white scrawling on the sea is a maths side-effect aberration. But the sea level on the dock wall and the side of the dredger is flat level without wave humps.


bagginsbill ( ) posted Wed, 30 July 2014 at 1:24 PM

file_506178.jpg

The circular scrawling is an artifact of Poser's texture filtering of the image you're using for a bump map. I don't use images for this because Poser has trouble with maps and displacement.

I have been working all day on refining my procedural waves, so that I can give good advice about it. I've never felt I had it really right before for high-wind situations.

Here is a test render I just did.

I'm trying to get results consistent with a 45-knot wind. The waves are over 10 feet here.


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Anthony Appleyard ( ) posted Wed, 30 July 2014 at 5:21 PM · edited Wed, 30 July 2014 at 5:26 PM

Attached Link: http://larashots.com/appleyard/temp/renderosity/suw_01i_lightmat.jpg

"*But the sea level on the dock wall and the side of the dredger is flat level without wave humps.*" :: On a closer look I can see 2 water levels :: a wavy edge caused by waves, OK; and a horizontal line caused in the light material as at the attached link, by treating the water level as constant 0.0000 . It seems that I must replace that 0.0000 water level by some maths to calculate the water level at that point from the displacement value at the water surface point above point P.

Please where is information about the procedural waves that you mention?


bagginsbill ( ) posted Wed, 30 July 2014 at 6:29 PM · edited Wed, 30 July 2014 at 6:31 PM

file_506189.jpg

Working on it.

You might start with ripples.

Ripples are nearly sinusoidal and we can get such shapes from a single node such as the Clouds node. Also, we don't really need displacement for it since the amount of displacement is very small. But I'll show it in displacement. You can use bump instead.

My display unit is inches!!! The displacement value here is .75 inches. If you do not set your Poser to inches, you'll have to type in something else. For PNU it would be .75 / 103.2, which is .00726744.

To get bigger waves we have to add many nodes together. Poser doesn't have a built-in node that does the proper math for ocean waves. I'm still trying to figure out what that math should be for all wind speeds from 1 to 100 MPH. It's complicated.

So start small and deal with ripples first.

You might also try to skip the attenuation of light and instead just darken and colorize the refraction as I've done here. I'm not using attenuated lights in this render.


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Anthony Appleyard ( ) posted Thu, 31 July 2014 at 7:58 AM

Please, in a setup of texture nodes, how can I combine an Image_Map node and a P nose and whatever else to find the value of that image texture map color at point P as mapped onto a particular Poser material?


bagginsbill ( ) posted Thu, 31 July 2014 at 9:55 AM

That is very difficult and requires careful coordination of the prop holding the "particular Poser material".

Could you explain more what you need to accomplish, instead of asking how you would do this particular subproblem? It may be entirely avoidable.

For example, my procedural water displacements are nodes connected to world coordinates and can be reproduced in multiple shaders, requiring no knowledge of the water's position, size, orientation, etc.

If you use an image map, then the UV mapping gets involved and it's desperately difficult to sort that out.


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Anthony Appleyard ( ) posted Thu, 31 July 2014 at 10:20 AM · edited Thu, 31 July 2014 at 10:25 AM

Attached Link: https://en.wikipedia.org/wiki/Wind_wave

file_506202.jpg

Here is my latest attempt, using the procedural clouds as in Bagginsbill's message posted Wed, Jul 30, 2014 6:29 pm hereinabove. (The color of the water needs work.) One reason why the water looks like some glob-type stuff and not water is that real waves on water (see this link) are sharper in the ridges than in the valleys, more so for higher wave amplitude. A simple wave train at low amplitude is about sinusoid; but as (wave height / wavelength) gets bigger, the tops of the waves get sharper, until when (wave height / wavelength) reaches (1 / pi), the tops of the waves become completely sharp as in a [cycloid](https://en.wikipedia.org/wiki/Cycloid),  and attempt to make the wave taller than that makes the wave break (see 'prolate cycloid'), and lines of foam develop.

It seems that Poser 11 or etseq needs a specific procedural water wave generator instead of having to use the cloud generator.


bagginsbill ( ) posted Thu, 31 July 2014 at 10:26 AM · edited Thu, 31 July 2014 at 10:28 AM

Right I already said that you have to start with ripples and bigger waves need more nodes.

I think your use of such a short attenuation distance, while fun, is not realistic. That looks like ink, not water. There is a reason I had such a large number in the parameter.

As I said, I think you should succeed at a rippled surface before you move on to the more complicated things. While I see you're using my techniques, you're using your own numbers and colors and it isn't coming out right.

If I add 24 more nodes to your setup and you mess with the numbers, you're only going to get insane results.


Renderosity forum reply notifications are wonky. If I read a follow-up in a thread, but I don't myself reply, then notifications no longer happen AT ALL on that thread. So if I seem to be ignoring a question, that's why. (Updated September 23, 2019)


seachnasaigh ( ) posted Thu, 31 July 2014 at 10:32 AM · edited Thu, 31 July 2014 at 10:43 AM

Those waves are looking pretty good, BB!

     It would take more node spaghetti, but I'm thinking of how to transition to add foam at points of high eccentricity (sharp peaks of waves).  I wonder if there is a way to sense proximity to the exterior of an object (hull of a ship), and display foam near such interface?

Poser 12, in feet.  

OSes:  Win7Prox64, Win7Ultx64

Silo Pro 2.5.6 64bit, Vue Infinite 2014.7, Genetica 4.0 Studio, UV Mapper Pro, UV Layout Pro, PhotoImpact X3, GIF Animator 5


bagginsbill ( ) posted Thu, 31 July 2014 at 11:07 AM

Quote - Those waves are looking pretty good, BB!

     It would take more node spaghetti, but I'm thinking of how to transition to add foam at points of high eccentricity (sharp peaks of waves).  I wonder if there is a way to sense proximity to the exterior of an object (hull of a ship), and display foam near such interface?

Thanks. I did a quick-and-dirty attempt to make the peaks foamy but I failed. I also tried AO to sense the ships nearby and failed at that, too.

For the moment I'm just making the foam randomly, but I'm working on it.


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bagginsbill ( ) posted Thu, 31 July 2014 at 11:13 AM · edited Thu, 31 July 2014 at 11:14 AM

file_506203.jpg

I have been experimenting with a superposition of many clouds nodes at different heights and scales, with and without peak sharpening. I'm really not sure what's best. Trying to read the CG literature on the subject isn't very helpful. They mostly do things I can only do in Poser with great difficulty (if at all, such as Fast Fourier Transforms) so I'm forced to figure out my own ways to do things given the building blocks I have.

I keep running into weird Poser-isms. Look in the lower right corner. WTF?

(click for big version)


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bagginsbill ( ) posted Thu, 31 July 2014 at 11:19 AM

file_506204.jpg

Here's the shader.

HAAA HAAA HAAA HA AHAHAAA

Unlike most of my posts, this is not one you're allowed to copy/share/redistribute/sell.

There - that will prevent you from feeling like you should try.


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aRtBee ( ) posted Thu, 31 July 2014 at 1:31 PM

Grey boxes connected by colored wires, and in the end not exactly doing what's expected. Looks like my first analog computer build, decades ago :-)

In the meantime, waves are improving. Neat job, BB.

- - - - - 

Usually I'm wrong. But to be effective and efficient, I don't need to be correct or accurate.

visit www.aRtBeeWeb.nl (works) or Missing Manuals (tutorials & reviews) - both need an update though


Miss Nancy ( ) posted Thu, 31 July 2014 at 2:24 PM

man, look at all the nodes!  it appears viivo may be response to nsa et al., unless they already broke public-key system.



bagginsbill ( ) posted Thu, 31 July 2014 at 2:29 PM · edited Thu, 31 July 2014 at 2:30 PM

Hah - I didn't notice the Viivo floaty thing got in there. Viivo is my main job - I designed it and built a lot of it. And, no, as far as we know, the NSA can't break it.


Renderosity forum reply notifications are wonky. If I read a follow-up in a thread, but I don't myself reply, then notifications no longer happen AT ALL on that thread. So if I seem to be ignoring a question, that's why. (Updated September 23, 2019)


Anthony Appleyard ( ) posted Thu, 31 July 2014 at 3:18 PM

Thanks. Bagginsbill's technique looks good for small waves. I am sorry if I was too critical. Thankyou for all your good advice.


seachnasaigh ( ) posted Thu, 31 July 2014 at 3:30 PM

     Come to think of it, a ship's hull would probably need a wake mesh fitted to it.  That would give a "pipeline" bow wave and the rebounding bulge upward behind the stern.  The wake mesh could be given foaminess.

Poser 12, in feet.  

OSes:  Win7Prox64, Win7Ultx64

Silo Pro 2.5.6 64bit, Vue Infinite 2014.7, Genetica 4.0 Studio, UV Mapper Pro, UV Layout Pro, PhotoImpact X3, GIF Animator 5


bagginsbill ( ) posted Thu, 31 July 2014 at 4:11 PM

file_506217.jpg

If really big waves are a priority, go get this free prop in obj format.

http://www.turbosquid.com/3d-models/free-obj-mode-ocean-sea-wave/629015

It offers huge waves that would normally overwhelm Poser's displacement system, no matter what the shape.

Here I combine it with my wave shader for the smaller waves.

The white box is 50 high and wide, 250 feet long.

The submarine is a similar size but harder to see.


Renderosity forum reply notifications are wonky. If I read a follow-up in a thread, but I don't myself reply, then notifications no longer happen AT ALL on that thread. So if I seem to be ignoring a question, that's why. (Updated September 23, 2019)


bagginsbill ( ) posted Thu, 31 July 2014 at 4:17 PM

file_506218.jpg

The same prop with only ripples applied.


Renderosity forum reply notifications are wonky. If I read a follow-up in a thread, but I don't myself reply, then notifications no longer happen AT ALL on that thread. So if I seem to be ignoring a question, that's why. (Updated September 23, 2019)


bagginsbill ( ) posted Thu, 31 July 2014 at 7:28 PM

So I'm going away for the weekend. If you want to play, I have placed a zip full of goodies for you to try:

https://sites.google.com/site/bagginsbill/free-stuff/ocean-stuff


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bagginsbill ( ) posted Thu, 31 July 2014 at 7:34 PM

file_506221.jpg

Each material ends in a two-digit number. That is the wind speed in knots. They are all square numbers (n times n). Each is more complex than the previous, having more layers of clouds nodes added together.

This is bbocean-04.


Renderosity forum reply notifications are wonky. If I read a follow-up in a thread, but I don't myself reply, then notifications no longer happen AT ALL on that thread. So if I seem to be ignoring a question, that's why. (Updated September 23, 2019)


bagginsbill ( ) posted Thu, 31 July 2014 at 7:35 PM

file_506222.jpg

This is bbocean-16.


Renderosity forum reply notifications are wonky. If I read a follow-up in a thread, but I don't myself reply, then notifications no longer happen AT ALL on that thread. So if I seem to be ignoring a question, that's why. (Updated September 23, 2019)


bagginsbill ( ) posted Thu, 31 July 2014 at 7:36 PM · edited Thu, 31 July 2014 at 7:36 PM

file_506223.jpg

This is bbocean-36.

There are more - speeds supplied are 2, 4, 9, 16, 25, 36, and 49 knots.


Renderosity forum reply notifications are wonky. If I read a follow-up in a thread, but I don't myself reply, then notifications no longer happen AT ALL on that thread. So if I seem to be ignoring a question, that's why. (Updated September 23, 2019)


bagginsbill ( ) posted Thu, 31 July 2014 at 7:38 PM

file_506224.png

This is how I'm making them. This will be a product in the store - a plugin for VSS (and EZMat if I can pull it off.)


Renderosity forum reply notifications are wonky. If I read a follow-up in a thread, but I don't myself reply, then notifications no longer happen AT ALL on that thread. So if I seem to be ignoring a question, that's why. (Updated September 23, 2019)


bagginsbill ( ) posted Thu, 31 July 2014 at 7:45 PM

Due to a bug in my script, the foam color got set to black - the higher wind speed shaders will appear to have black spots.

To fix it, Find the Diffuse node - a Blender connects to it with a light blue in Input_1. Input_2 is black - that is the foam color - change it to white.


Renderosity forum reply notifications are wonky. If I read a follow-up in a thread, but I don't myself reply, then notifications no longer happen AT ALL on that thread. So if I seem to be ignoring a question, that's why. (Updated September 23, 2019)


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