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A couple of wishes
#1
Would it be possible to have lights illuminate under the sea surface (i.e. like a volume light), but if they break the surface they would not act like a volume light above the surface.

I am doing a scene with a structure rising from the sea bed at night, and I am using attenuated ambinet omni lights, lighting up an Afterburn Combustion effect, but I think it would be quicker (rendertime-wise) if it was done entirely in Dreamscape.

Also, would it make sense to bypass rapidray and use the native raytracers of renderers, e.g. Vray by having the reflection/refraction component of Seamaterial as maps?

Thanks,

Steve
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#2
Steve Green Wrote:Would it be possible to have lights illuminate under the sea surface (i.e. like a volume light), but if they break the surface they would not act like a volume light above the surface.

I am doing a scene with a structure rising from the sea bed at night, and I am using attenuated ambinet omni lights, lighting up an Afterburn Combustion effect, but I think it would be quicker (rendertime-wise) if it was done entirely in Dreamscape.

We have a plan for next update to put this into a SubSurface atmospheric effect.

Steve Green Wrote:Also, would it make sense to bypass rapidray and use the native raytracers of renderers, e.g. Vray by having the reflection/refraction component of Seamaterial as maps?

We are working with Cebas on adding better fR support to our plugins.
Cannot promise anything about other renderers.

Thank you !

Kresimir
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#3
Thanks for the reply Kresimir,

relating to the material wish, I guess it would make sense to hook the actual geometry creation into renderers that support displacement as well, so that you could get much more detailed seas without memory problems.

Of course it's possible to render out height maps and use that as a displacement map, but then you are forced to use just a plane rather than a Seasurface, and lose the benefits of that (automatic mapping of seafoam etc.)

Cheers

Steve
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