Try for FREE to animate your logo online with the BEST logo animation maker and the most advanced. This produces the type of shading expected in a large body of water containing all sorts of particles that interfere with the light rays. Create a professional logo intro video in 5 MINUTES. Set the Fog color to RGB : and set the Depth to 300.0. Instead, let's switch the Translucency to Volumetric. Features: - Real smooth 3D animations based on OpengGL ES 2.0 (not a movie or gif loop) - Amazing thunderbolts (lighting) - Animated underwater 3D sharks and mantas - Animated ocean waves. If you render now, you'd notice that the water is completely transparent and does not look like ocean water. To slightly blur the specular highlights produced by the sources of illumination in the scene, reduce the Reflection Glossiness to 0.9. Keep the Max depth to its default value of 8 for both Reflection and Refraction. But let's set the IOR to 1.333, which is the physically accurate Index of Refraction of water. Reflect and Refract colors are set to white - it produces a completely transparent material if the Index of Refraction is set to 1 (which is the IOR of clear air). Let's take a look at the water material now.Ĭreate a V-Ray Material and assign it to the PhoenixFDLiquid Simulator. Here are the values for the OceanTex_for_displacement parameters that we use in this tutorial: Rename the texture to OceanTex_for_displacement. ![]() (the Copy option creates a copy of this Map - you want to use the same texture in the simulator and in the material editor instead of being forced to deal with 2 separate PhoenixFDOceanTex so make sure to choose the Instance option). Plug a PhoenixFDOceanTex in the Map slot.ĭrag and drop it in to the Material Editor as an Instance. ![]() To add details to the ocean surface, enable the Displacement option. Increasing the ocean subdivisions will increase the RAM consumption so try to increasen them gradually and don't to set the value too high. Similar to V-Ray subdivisions, the square of the parameter value is used.įor example, if you increase the number of subdivisions twice, the number of vertices grows four times. When it comes to the far areas of the surface, the Ocean Subdivs determines how many vertices are generated for each pixel of the image.
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