waves
Khoe
Posts: 312
for my next project i want to create stormy sea waves. Are there any tutorials or ideas on how to best do it? similar to the picture
Thanks
Comments
you can dial up the waves on the ocean primitive. can use modifiers to increase the intensity of the waves.
carrara ocean foams using shaders
https://carraracafe.com/tutorial-ocean-with-easily-animated-foam/
i think the waves are to soft. i nead more power of storm.
You can use the terrain editor and then replicate the terrain in the 'regular' replicator (not the surface replicator) using with Seamless checkbox. Playing with the terrain modeler generators and filters will give you the shape of the sea. You can then use a multichannel mixer for the shader. Use the slope and height settings under the environment channel to isolate foamy areas for the crests of the waves.
See this example by FractalDimensia in a previous challenge WIP thread. https://www.daz3d.com/forums/discussion/comment/405003/#Comment_405003
The example is not stormy, but you can increase the roughness and adjust the shader.
FLUIDOS
Fluidos! Yes, good one, Wendy, click Fluidos in the above post to go to the Carrara free plugin. So generous of Alvin Bemar to offer a free Carrara version.
There is also a Carrara Seas product by PhilW. - https://www.daz3d.com/carrara-realistic-seas-2
Here is an example of using the terrain editor.
- start new scene and insert a default terrain. In the terrain modeler, note that the terrain dimensions is 100 feet by 100 feet. You can adjust that for your scene if you find distracting repitition.
- increase the preview and render quality to taste for the detail of your ocean. I would start with 512 but you can adjust later as appropriate for your scene.
- under filters, delete the default mountain generator.
- Click add to get a new null. Choose advanced generator, fractals. Choose ridged noise and hetero. Your result is likely too rough at the default height of 20.
- Reduce the height and adjust roughness to taste. Here I have set the height to 7. The ridged noise gives a decent impression of a wave, in my opinion. But you can play with the fractals to taste.
- Back in the assembly room, translate your default terrain out of the way (in this case I moved it down and to the side.)
- Insert a replicator (not the surface replicator).
- In the replicator modeler, choose the grid option at the top, set the terrain for the replicated object, match the cell sizes to the terrain size (remember 100 default?), and check the box for seamless.
- Now when you return to the assemble room the bounding boxes of the replicated terrain grid should match up
- A test render shows the default terrain shader does not look like a sea but the landscape is undulating like waves
- For the shader, I would start with a multichannel mixer to isolate the water and the foam. Other approaches could be good like a layer''s list.
- Here is an example of a multichannel mixer with simple blue and white shaders. For the blender, I recommend using the environment channel options for height and slope. You will have to adjust the height quite a bit because the terrain is so low.
- and here is a test render with a simple blue shader with white on the top of relatively high crests.
- you will have to find some water and foam shaders to substitute for the blue and white
Looking forward to this ! Nice examples Diomede.
with terrain
Beautifully haunting!
Here is another sea done with a terrain. Unfortunately, I have lost track of the recipe I used for the shader for the white caps of the cresting waves. I still laugh at this one. I did this for the annual 'Its Raining Men' challenge. There was a side challenge for repurposing women's clothing in some way. This image is supposed to be Ulysses escaping the goddess/nymph Circe. He is using her panties as a sail.
my mind is hearing sci fi funk's voice saying good ole michael lol
this would make a good challenge
oh Thanks at all for the many good tips. :) I test :)
a new version