Any "Good" IRAY water textues?

I have the worst time with water in IRAY.

JD

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Comments

  • FSMCDesignsFSMCDesigns Posts: 12,844

    If you have fern lake, just save the water shader as a preset and apply it to any plane

  • StonemasonStonemason Posts: 1,227
    edited August 2016

    that fern lake water has volume so it's best applied to a cube rather than a plane

    Post edited by Stonemason on
  • Oso3DOso3D Posts: 15,088

    Yeah, you know I've noticed a lot of content has water planes. As a hint, a cube with various wave/ripple morphs might be a salable product. (Personally I've been using Mcasual's elevate script to do it)

     

  • L'AdairL'Adair Posts: 9,479

    Yeah, you know I've noticed a lot of content has water planes. As a hint, a cube with various wave/ripple morphs might be a salable product. (Personally I've been using Mcasual's elevate script to do it)

    I'd buy a product like that if it had a variety of shapes and sizes. (Or wave/ripple morphs specifically for small and medium areas, maybe for large, and extra-large areas, too.) There are fountains in my runtime that are round, octagonal and bowl-shaped, not to mention the oddly shaped fountain in Spanish Rose... A cube or cylinder may work fine for some of the sets, (I use a modified cube in Via Serena,) but as a non-modeler, (so far,) I'd appreciate an out-of-the-box solution.

    I've got Mcasual's script! Doh. I should see if it will add ripples to my Via Serena water cube...

  • jdavison67jdavison67 Posts: 689

    Hmmm...Mcauals script???

    I do have Fern Lake....I'll try that...and it's volumetric?

    Sweet!

     

    Thanks!

  • Oso3DOso3D Posts: 15,088

    L'Adair: It works GREAT. My old man in a boat ( http://willbear.deviantart.com/art/WTP2-Old-Man-on-a-Boat-628912087 ) uses a cube with some bumpy map turned into waves via the script. Add in an additional bump map and... boom. (For reference, the ocean shader is one of my own making. Coming soon)

    https://sites.google.com/site/mcasualsdazscripts/mcjelevate-reva

     

  • pdspds Posts: 593

    The script is pretty cool. I tried applying it to a cube but didn't know how to limit the effect to the top surface. I tried using the Geometry Editor tool to select and create a surface group, but that didn't seem to work. I've not messed with it much so I'm probably not going about this the right way. Any pointers, Will?

    Your shader looks terrific. Something I would definitely be interested in!

  • Oso3DOso3D Posts: 15,088

    I just applied it to the whole cube and shrugged. ;)

     

  • CZCZ Posts: 160

    I use these props: http://www.daz3d.com/rigged-water-iray in combination with these shaders: http://www.daz3d.com/nature-shaders. That works fine for me.

  • 3Diva3Diva Posts: 11,981

    I'm not sure what you mean by textures but if you mean shaders, I find the water shaders in this pack work well: http://www.daz3d.com/nature-shaders

     

  • 8eos88eos8 Posts: 170

    How do all of these compare with the water presets from Iray Uber Base?

  • pdspds Posts: 593

    I just applied it to the whole cube and shrugged. ;)

     

    Yeah, I started out that way, but then in my case, when I loaded an elevation image using the Elevate script, it applied the map as a whole to the cube. Guess it's back to playing around to see how best to create a map that gives the desired effect on the top surface regardless of what it does to the others!

  • Oso3DOso3D Posts: 15,088

    Right, but so what? If the edges of the cube are out of frame, the fact that they are wavy doesn't matter much.

     

  • pdspds Posts: 593

    Right, but so what? If the edges of the cube are out of frame, the fact that they are wavy doesn't matter much.

     

    Yup...it was more that I thought I was doing something wrong by not limiting the displacements to the top surface. :-)

  • SzarkSzark Posts: 10,634
    edited August 2016
    8eos8 said:

    How do all of these compare with the water presets from Iray Uber Base?

    I find the water shaders to be lacking when dealing with dirty or green water and controlling depth of said colour. For the Fern Lake render I did http://www.daz3d.com/gallery/#images/112743 Here ar the changes I made to Stefan's Fern lake water. Takes longer to render out cleanly but IMO it gives nice results. I haven't had time to play with dropping Translucency all together so if someone has the time to test it further then cool.

     

    The SSS Transmitted Measurement Distance Controls the depth of the colour effect.

    Water Trans.jpg
    426 x 535 - 125K
    Water Refract.jpg
    426 x 535 - 128K
    Water SSS.jpg
    426 x 535 - 133K
    Post edited by Szark on
  • alexhcowleyalexhcowley Posts: 2,403
    Szark said:
    8eos8 said:

    How do all of these compare with the water presets from Iray Uber Base?

    I find the water shaders to be lacking when dealing with dirty or green water and controlling depth of said colour. For the Fern Lake render I did http://www.daz3d.com/gallery/#images/112743 Here ar the changes I made to Stefan's Fern lake water. Takes longer to render out cleanly but IMO it gives nice results. I haven't had time to play with dropping Translucency all together so if someone has the time to test it further then cool.

     

    The SSS Transmitted Measurement Distance Controls the depth of the colour effect.

    Thanks for the settings, Pete.  I will try this out the next time I do battle with Fern lake.  Judging by your render, the results are stunning.

    Cheers,

    Alex.

  • Oso3DOso3D Posts: 15,088

    It's tricky, but you can get some interesting effects combining refraction color and transmitted color; the refraction color affects everything, while transmitted color affects only a certain distance in. This can create a nice shallow/deep effect.

    However, keep in mind that the colors combine at the greater depth.

  • SzarkSzark Posts: 10,634

    It's tricky, but you can get some interesting effects combining refraction color and transmitted color; the refraction color affects everything, while transmitted color affects only a certain distance in. This can create a nice shallow/deep effect.

    However, keep in mind that the colors combine at the greater depth.

    exactly, well said.

  • MEC4D's Physically Based Shaders Vol. 2 has some really nice iray shaders for water (and other liquids).

  • jdavison67jdavison67 Posts: 689
    edited August 2016
    Szark said:
    8eos8 said:

    How do all of these compare with the water presets from Iray Uber Base?

    I find the water shaders to be lacking when dealing with dirty or green water and controlling depth of said colour. For the Fern Lake render I did http://www.daz3d.com/gallery/#images/112743 Here ar the changes I made to Stefan's Fern lake water. Takes longer to render out cleanly but IMO it gives nice results. I haven't had time to play with dropping Translucency all together so if someone has the time to test it further then cool

    Szark said:

    The SSS Transmitted Measurement Distance Controls the depth of the colour effect.

    Wow! This is just what the doctor ordered!  Great advice from all parties!  Thanks!

     

    JD

    Post edited by jdavison67 on
  • SzarkSzark Posts: 10,634

    MEC4D's Physically Based Shaders Vol. 2 has some really nice iray shaders for water (and other liquids).

     I believe MEC4D had a hand in the helping with the water shader for Fern lake if I remember correctly.

  • jdavison67jdavison67 Posts: 689
    Szark said:

    MEC4D's Physically Based Shaders Vol. 2 has some really nice iray shaders for water (and other liquids).

     I believe MEC4D had a hand in the helping with the water shader for Fern lake if I remember correctly.

    I have the MEC4d shaders, and they do look good when applied to a cube, and this was the part i was missing, I tried applying these shaders to old scene props that used a plane, not thinking it through, and the results were not looking good.

    JD

  • Szark said:

    MEC4D's Physically Based Shaders Vol. 2 has some really nice iray shaders for water (and other liquids).

     I believe MEC4D had a hand in the helping with the water shader for Fern lake if I remember correctly.

    I have the MEC4d shaders, and they do look good when applied to a cube, and this was the part i was missing, I tried applying these shaders to old scene props that used a plane, not thinking it through, and the results were not looking good.

    JD

    I put her shaders on a cube and then apply a normal map to it in order to get surface texture.  I simply searched for water normal map in Google images and downloaded a few.  You can then tile the map and set intensity to get the effect you want.

     

     

  • Oso3DOso3D Posts: 15,088

    Other useful info:

    While Transmitted and SSS seem linked, they aren't really. Also, any cutout opacity below 1 will shut off volume effects.

    Also, transmitted color acts weird if you have it at 255 saturation. I'm not sure why. I recommend setting it at lower saturations.

    SSS distance and amount basically come out to the same thing. It would be awesome of SSS distance governed roughly where the SSS starts and amount then is thickness of the effect... but, no. Basically, the amount of SSS is Amount/Distance.

     

  • SzarkSzark Posts: 10,634
    edited August 2016

    Sometime ago I took Streets Of Asia 1's water mesh in to Blender and Extruded it downward. Now it is an enclosed mesh. Nice thing is done right the uvmapping stays in tact. Made the new extra mesh a new mat zone so I could control the top surface separately from the sides and bottom. This way youcan still use Stonemasons diifuse and bump maps if needed due to this water texture being tiled. Exported back into DS and used the Architectural Shader.

    This was a mistake of a sort, as it looks good from the top but moving the camera under water you get nothing but air. Renders fast though. But with this Shader I can control the depth.

     

    Here are some tests.

    green.jpg
    1600 x 900 - 912K
    muddy1.jpg
    1600 x 900 - 924K
    green 2.jpg
    1600 x 900 - 930K
    Post edited by Szark on
  • Oso3DOso3D Posts: 15,088

    I'll point out that for Iray, using Iray Decals can help with diffuse/bump map issues -- just project the pattern from the top and it's preserved.

     

  • pdspds Posts: 593

    Great information, Szark and Will. Thanks for sharing! I have Fern Lake as well as Cath's V2 shader pack and look forward to experimenting with the details you provided. 

  • Oso3DOso3D Posts: 15,088

    One thing I've noticed about the refraction color/transmitted color thing is that it looks much better if you have actual waves modeled. If it's just a bump map, not so much.

     

  • FSMCDesignsFSMCDesigns Posts: 12,844
    Szark said:
    8eos8 said:

    How do all of these compare with the water presets from Iray Uber Base?

    I find the water shaders to be lacking when dealing with dirty or green water and controlling depth of said colour. For the Fern Lake render I did http://www.daz3d.com/gallery/#images/112743 Here ar the changes I made to Stefan's Fern lake water. Takes longer to render out cleanly but IMO it gives nice results. I haven't had time to play with dropping Translucency all together so if someone has the time to test it further then cool.

     

    The SSS Transmitted Measurement Distance Controls the depth of the colour effect.

    Thanks for the info and the settings Szark, much appreciated!

  • Oso3DOso3D Posts: 15,088

    Oh, keep in mind that the elevate script can select specific material zones to affect.

    So you could have a water cube where only the top is affected. I'm experimenting with it now -- I'm not sure if there will be separation near the edges.

     

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