Yeah. Just mucking with envmaps again. It all started in #blenderchat…
(Adjusted spelling to be correct)
<BloodOmen11> What should I make?
<ScottishPig> A ship.
<Kaktuswasser> lol
<Eric->
…
<ScottishPig> A shiney chrome ball on a checkerboard background.
<ScottishPig> =)
…
<RogerM3D> a shiney chome ship in a checkerboard ocean =)
<ScottishPig> That’s a damn good idea!
<ScottishPig> I wonder why I didn’t think of that.
Oooh! That’s pretty
Since you put it in WIP there must be something unfinished on it right? What is it? Except for getting rid of the aliasing on the chequerboard pattern.
Well, the sails don’t reflect the masts in front of them… that is to say, the ship doesn’t really reflect itself. I only have an envmap (and a few reflection maps (HDR bubbles mapped like reflections)) applied, so it’s not completly accurate. And the bumpiness either needs to be:
a) removed or
b) effect the checkerboard pattern more.
So, WIP it is. I might change the white misty bg to a blue or something just for good measure. Or I could make it chrome instead of gold.
Looks very nice so far.
checkerboad aliasing (ug)
On the checkerboard maybe make it so there are also bigger waves.
Even a checkerboard ocean wouldnt be that flat.
And you could consider making it so the chrome ship is not only gold.
And yes a blue sky might look nice
I can’t wait to see an update of that great idea.
Now for the tricky part: How do I fix the checkerboards err… horrible antialiasing? It’s an image texture and the AntiAlias button in the texturebuttons menu is already pushed in.
U didnt add large waves to the ocean yet
With the aliasing problem, I think theres a blender plugin that you could use
No more gold?? A mixture of gold and chrome was what I meant
Scottishpig, Use the motionblur-rotating-camera-DOF trick, but make the circles of confusion very very small, subpixel in fact. you can get a lot more ‘antialias’ effect out of that, it’s worth a shot.
oh, I like the last picture… very calm looking…
I’m waiting for some ripples on the water though… waves… something…
perhaps make a glass dolpin jumping out of the water, just near the chrome ship sailing the seas of checkboardtexture.
I like both, but I think the golden ship has more mood than the chrome.
To solve for the checkered floor… that’s uneasy:
You have placed a BUMPmap to fake waves, haven’t you? This affects the Envmap but does not affect the checkered texture simply because the EnvMap goes with normals while the checkered tex goes with surface, and the surface is effectively flat.
My suggestion is to have a surface which is NOT flat.
Easiest way:
1 - Take the plane.
2 - Subdivide it as much as possible (You can reach the 64k Vertex Limit easily.
3 - Note that this CAN BE NOT ENOUGTH - you must have vertices closer than your wavelets are. At least 3-4 verices between two subsequent wave tops.
4 - Use the ‘Noise’ button in mesh edit. This converts your ‘Nor’ map in actual displacement.