ocean tool

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ok

I recreate a new shader for my ocean.
no more surface model, no more rayhit, no more gather loop.
Trace node to manage reflection and refraction now.

Strange behavior with the specular node. The node owrks nicely without bump but when to change the normal, it produce way to bright pixels. Mantra is sometime unable to give a value to theses pixels. I have to use a clamp node …

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amazing work, nice shading
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http://www.igorfx.com/ [igorfx.com]

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Really very nice work. I would'nt mind having a vop network to look over when you've refined it. :wink:
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I'll post a hip soon
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Here is the hip !

Control panel is create in the OceanTool parameters at object level.
Everything is not controlable now.
No param output implemented to use Mantra's Extra Image Planes feature but the interface allows to check some passes during the test phase.

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Vincent

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Very beautiful results, ill have a look at the hip file right away.
“And those who were seen dancing were thought to be insane by those who could not hear the music.”
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Hi !

Working on my ocean shader, I don't know how to fade the shadow of the underwater object. It becomes black and changing opacity value doesn't fix anything ( it's doesn't chnage anything !).
I thought the opacity allows to change shadows color or intensity but maybe it doesn't work with the trace node.
So what the way to chnage shadows intensity of ocean ?

Thanks for your help.

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Vincent

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ok ok
I forgot to restart the ipr …
I did some new tests to fake caustics.
here is the result :

http://vimeo.com/33225935 [vimeo.com]


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Vincent
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should this wonderful tool, and specially shader, be already working with PBR? It seems not to work properly with it but I can´t find where the problem is. The shader as it is, is a bit intimidating :shock:

Also, it takes quite a while to start rendering, which I think it´s because of something the shader is doing, as PBR starts faster…why could this be? is it possible to accelerate it?


Finally, even if you crank up both Cover parameters for the Foam (which seem to erase it) to 1, you still get some, which I think it happens because of the noise.
Javier Meroño. Head of VFX Area at FX Animation, Barcelona.
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hi Netvudu,

for the moment the shader doesn't work with pbr. I didn't make proper output for it. I start this project for learning purpose and I decided not to dive in PBR shading.
Of course I think it's time to make a new step and try to make something working with all the mantra render modes . Good way to learn imho.
About the cover of the foam I will check that . I would like to add point cloud foam aswell to allows to add some boat or ships.
The fact is, I have a lot of work for the moment and no time for Houdini for now . Hmm … it's not completely true : I would like to get some time to try instancing to fill a arena for a documentary project.
Anyway the plan is to update my tool asap. If I obtain something cool, count on me to share !

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Vincent
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thanks Vincent. I understand real life time constraints
Javier Meroño. Head of VFX Area at FX Animation, Barcelona.
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Great work!thanks a lot for sharing this
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Wonderful! 8)
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