Hmmm this one is just mean. Water, oh how I hate trying to get water volume right. Any way this is what i have so far. Don’t mine the models to much as there is still so much to do. Please if anyone knows a better way to make water atmospheric volume please do tell.
First one is the set up. A bunch of plans some what randomly extruded with a low alpha. About 0.080 Alpha. Then blured out with compositing nodes.
I will most likely do it with textures and particle systems. I’m still not sure exactly how to do it but I will run some test’s tonight and post my findings tomorrow. And there will be some grass and what not on the plane as well in some spots.
I also thought about using volume texture on mesh like the blender cookie cupcake tut. Think I could shrink wrap planes to the areas I need algae then add the fuzzy look of moss and algae growth with volumetrics.
Hmm… interesting. I’d be extremely interested in seeing a full tutorial on the setup for the underwater. Also if you need any pictures of encrusting algaes, give me a shout. I can try to get you what you want.
Yea I forgot what that is called has a funny name. But the way i’m going to do this I think, there will be a lot of particles and particle systems. So using a high halo sample might crash to often with my pc system.
there is a way to fake caustic with an object with lot’s of hole in it near top of sea whith some spot lights inside
This way, you will create “God rays” by using volumetric light on Spot lamps, but not caustics. Caustics can be done in different manners. The main three are :
1- By using a texture casted though a spot lamp. The texture can be Voronoi or created with a free software like caustic generator.
2-The texture can be applied directly on the sand material.
3- You model the waves on the surface on a highly subdivided plane and give it an indice of refraction around 1.3, and cast light vertically with a spot lamp. You will get real caustics on the sand, and also nice effect when looking under the surface of the sea.
The caustic, I used a caustic texture through a sun lamp.The trick is to use the texture more then once and just randomize the size and opacity on the duplicate texture channels. That will make it look a lot less generic.
The things in the back are just subdivided planes and extruded randomly. The plane’s material is just and very low alpha (see through). Then they are blurred in the node editor and placed back in the scene as “god rays”. I will make a full tutorial on it shorty.
[EDIT] lol I figured it out! my lamp wasnt bright enough for it to show up on anything but the floor…
I am wondering how you got the fake caustics to show up on your plane…I have tried every thing to get them to show up on objects other than the ground for mine and they just dont seem to agree with me lol…