I'm really struggling trying to get an ocean texture done correctly.
Here is what I did:
Mix Material
Slot 1: Deeep Ocean Water (wavy) Material (from LiveDB)
Slot 2: Foam (from LiveDB)
Displacement: Using a displacement map to animate the waves
Getting a really bad result. It looks more like blue glossy silk?! If I mix too much sea foam value. The water turns white like snow.
Is there a way to keep the sea foam near the top of the wave crests? Or does anyone have any other ideas of how to achieve an acceptable looking ocean?
Ocean and Foam
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I went the easy way and just used a glossy material from the Live DB (ocean water or something) an dmixed it with a texture of waterfoam ... that gave me this:
http://render.otoy.com/forum/viewtopic.php?f=6&t=40318
But the foam texture also sits over my water where I don't want it, not just the foam bits. Next step is adding an alpha channel to the foam texture and just let the foam itself be there... and then playing around with a specular material maybe and sub surface scattering etc. Have to see.
http://render.otoy.com/forum/viewtopic.php?f=6&t=40318
But the foam texture also sits over my water where I don't want it, not just the foam bits. Next step is adding an alpha channel to the foam texture and just let the foam itself be there... and then playing around with a specular material maybe and sub surface scattering etc. Have to see.
- brettg19802
- Posts: 20
- Joined: Tue Jun 10, 2014 4:31 pm
Cant seem to replicate your technique. I tried a Mix Texture:
Slot 1: ocean texture (glossy) from Live DB
slot 2: a specular with SSS
Displacment map to make the waves. But it does not make the waves "roll" or "swoosh" back and forth.
Still cant get the foam to ahow up at the top of the wave crests, where they are supposed to be.
Any detailed suggeations on how to do this with the correct shading details?
Slot 1: ocean texture (glossy) from Live DB
slot 2: a specular with SSS
Displacment map to make the waves. But it does not make the waves "roll" or "swoosh" back and forth.
Still cant get the foam to ahow up at the top of the wave crests, where they are supposed to be.
Any detailed suggeations on how to do this with the correct shading details?
- brettg19802
- Posts: 20
- Joined: Tue Jun 10, 2014 4:31 pm
You may have to check that your wave mesh has proper UV mapping. I've run into this problem a bit myself. Put the black and white "crest" mask as a mix value for your mix material; with proper UV's that should be fine.
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in the "amount" slot.brettg19802 wrote:Where the heck do i put it, in a Mix Material?
see:
amount 1 means only material 1 will be used
amount 0 means only material 2 will be used
amount 0.5 means the materials get mixed equally
now you can use a grayscale image to set the amounts on texture basis. 0 = black, 1= white
as i understand you got an animated displacement map. basically you can use this image sequence for your mix material. play with the gamma and black point values or preprocess it in video editing software to get your desired result (you probably want to get rid of the middle (gray) values).
to enhance your result you could try to mix the foam further: put a new mix material in the first mix material (where the foam was), mix foam with water again, this time insert a turbulence texture (animate it to) as amount. play with the values of turbulence.
mix1
-mat1:water
-mat2:mix2
--------mat1:foam
--------mat2:water
--------amount: turbulence
-amount:displacement map
haven't tried but that's what i would try

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