So far it’s going decently( however I’ve hit a snag regarding sea foam,
plus I’ve got plenty of things to tweak(nodes, color, lighting, textures for more detail, some sort of sea spray, etc). However I’ve been holding of this post for enough time. Volumetric clouds and water are a deadly combination regarding render time
I’ve been learning a lot regarding compositing nodes, it’s been a fun ride.
(hopefully the contrast is correct, I’ve had some odd issues with it. I have no idea why GIMP and Blender makes it look good and Windows looks terrible)
To damn dark.
For a second I thought that this was a tunnel with a light at the end.
btw, The ocean sim procedural texture should help you out on the sea. http://www.savetheoceansim.com/blog/
Everything else is well good.
Good luck.
Okay I will color adjust it, EI shows it to be good while FF shows it dark.
I’m hoping to get my hands on the new simulator soon when it comes out,.
I just noticed they will have foams maps. That will help a lot.
I have another render in the works(more adjustments), my friend owns the i7 so he had to crank up all the setting, he’s HD and high quality obsessed.
What is with the weird clouds? Is that a reaaaly low res texture?
Same with the light why does it have those outlines, maybe it is the format you save it in?
I like the scene though.
It is not too dark on my computer, but i thhink it can be improved somehow as well.
Try to make the light a bit yellowish, and add a blue bounce light.
I am not an expert on lighting so theses are just some ideas that i would try out.
I’m working on it
I had a render but want to show something better than it.
I am experimenting with some blue bounce lighting(holy cow it changes the mood of the scene for the best! I have a long way to go with Blender even after 2 years) and some yellow with the lighthouses light.
The lines are something I have no clue about,
I’ll add some slight lighting and see if it helps.
I’ve been using Blender for 2 years but have just picked up compositing so maybe it’s my fault.
Better?
The contrast thing is fixed or at least more sane.
Save as a tga, convert it with GIMP to a PNG with gamma(I barely know anything regarding image formats)
Just the lighthouse, nothing else because it’s too premature to show right now
I’ve gone through a few options and have learned alot since I’ve never delved into physics much.
I’ve messed with the SPH solver for foam and water(works well for foam, water won’t happen),
plain particles and finally the fluid simulator.
The fluid simulator’s float particles with motion blur appear to be the ticket for foam and spray.
I’ve managed to get 2.5 to crash a few dozen or so times with my tinkering, and am going to try to get at least one demo crash blend for bug reporting. Blender shouldn’t crash when baking 50 res fluid along with some outflows and a fluid particle system.
Anyways nothing good enough to show yet but I’m still working on it.
Be honest with me with this work, hopefully I’m not producing “broken” pieces of work and there is some hope. If it’s worth it I’d love some ideas and criticism.
Anyways it needs grunge, the water is bland, there are no splashes, no rain, etc. But here is an update, I’ve got a lot of stuff in the works but it’s not good enough to show.