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Hi
I really wouldn't reccommend
the noise controller for waves, as it's purpose is to define areas of small
detail within the transition area of big detail. so, you'd basically end up with
waves with flat tops and bottoms, with waves in between :-)
But I think there were some
good waves included with the cellular vsl object. Cellular is not too fast, but
maybe you can prerender it and use as texture?
Last time I did waves I used
several animated textures from the "game" "X-Plane", a flight simulator thingy.
Not too good textures, but I could control the roughness (blend between animated
texture sets) of the seas simply by adjusting a slider.
I also did an anisotropic
specular highlight to simulate "stretch towards lightsource" which can be
helpful on water. A lot quicker than very high brute force antialiasing and real
reflections to obtain the same effect, but obviously doesn't look quite as good.
I prefer a 5 minute render over a 5 hour one.
Karl
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Title: Message
- Re: Question for a water vsl shader (water-tap by fra... Neil Cooke
- RE: Question for a water vsl shader (water-tap b... Karl.Ruben.Pettersen
