I didn't see anything with a search, but it's been asked before it seems.
I need animated water texture...no displacement, just a procedural that has movement in a realistic way. Anyway to convert/use lw's native textures that allow for this? We must have this for ArchViz...thanks.
Animated Water Texture
Moderator: juanjgon
- 3dreamstudios
- Posts: 479
- Joined: Fri Apr 03, 2015 8:55 pm
As a bandaid I was able to render out an image sequence texture generated from LW...but the image sequence isn't adding enough bump for my taste. And on another note, I figured I would see caustics naturally being a PBR..but I see none. Am I doing something wrong? Using specular material node. Thanks.
- FrankPooleFloating
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- Joined: Thu Nov 29, 2012 3:48 pm
To get physical caustics, you need to get physical bro, like Olivia Newton John always suggested. Displace that bad-boy. I've done this plenty, as one client has water-related products. You can't get good caustics (or real looking water, for that matter) with a flat plane... at least not any way that I know. Subdivide your plane a buttload, make a UV, be sure to have smoothing on, and displace away. You may poop your pants a little when you see this in action.
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- 3dreamstudios
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- Joined: Fri Apr 03, 2015 8:55 pm
Made my day this Friday! Ha. Brand new to Octane and PBR's so didn't realize Bump wouldn't do it. I guess that makes sense...it needs to be real to render real...so the water is def going to be at different heights etc...FrankPooleFloating wrote:To get physical caustics, you need to get physical bro, like Olivia Newton John always suggested. Displace that bad-boy. I've done this plenty, as one client has water-related products. You can't get good caustics (or real looking water, for that matter) with a flat plane... at least not any way that I know. Subdivide your plane a buttload, make a UV, be sure to have smoothing on, and displace away. You may poop your pants a little when you see this in action.
Thanks, and I'll be sure to grab some "depends" before I open IPR.
- 3dreamstudios
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- Joined: Fri Apr 03, 2015 8:55 pm
We'll I made a UV, turned smoothing on, added my texture ran it through displacement node then to specular material and the surface disappears. I remember reading somewhere that this is because no UV...but I have a UV. What may I be missing? Ready to mess my pants!FrankPooleFloating wrote:To get physical caustics, you need to get physical bro, like Olivia Newton John always suggested. Displace that bad-boy. I've done this plenty, as one client has water-related products. You can't get good caustics (or real looking water, for that matter) with a flat plane... at least not any way that I know. Subdivide your plane a buttload, make a UV, be sure to have smoothing on, and displace away. You may poop your pants a little when you see this in action.
- 3dreamstudios
- Posts: 479
- Joined: Fri Apr 03, 2015 8:55 pm
Sure. The texture here is a sequence but the first frame should do for testing. I'm sure I'm just doing something wrong... Thanks for the help.juanjgon wrote:Can you share your sample scene to test it here?
-Juanjo
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- FountainC-Octane.zip
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Few tips about displacement in Octane:
- Octane only supports displacement using the object UV map. The projection node doesn't work for the displacement, so you need a proper UV mapped mesh. As you can see in the attached images, the UV available for the water surface is not right for rendering, you need to apply a Y axis planar projection in the modeler first.
- Octane doesn't need a lot of subdivisions in the mesh to render the displacement. Only a quad or a simple triangular circle mesh is enough.
- Displacement is not compatible with any other node. For example you can't use the color correction node between the texture and the displacement nodes. You should use only a simple TextureImage->Displacement->Material nodes tree, like you can see also in the attached image.
-Juanjo
- Octane only supports displacement using the object UV map. The projection node doesn't work for the displacement, so you need a proper UV mapped mesh. As you can see in the attached images, the UV available for the water surface is not right for rendering, you need to apply a Y axis planar projection in the modeler first.
- Octane doesn't need a lot of subdivisions in the mesh to render the displacement. Only a quad or a simple triangular circle mesh is enough.
- Displacement is not compatible with any other node. For example you can't use the color correction node between the texture and the displacement nodes. You should use only a simple TextureImage->Displacement->Material nodes tree, like you can see also in the attached image.
-Juanjo
- 3dreamstudios
- Posts: 479
- Joined: Fri Apr 03, 2015 8:55 pm
Ah some very good tips. Thank you....I'll give those a shot! Thanks again.