3DL Ubervolume and refraction?
Oso3D
Posts: 15,085
in The Commons
I've been trying to get a 'smoky water' look with UberSurface.
Well, SSS tricks ala' Iray don't seem to work.
Placing an ubervolume inside the water... doesn't seem to work, either the refraction works OR ubervolume, but whenever refraction is on it seems to not compute the fog.
Am I missing something, or are these things just incompatible?

Comments
Hi Will,
it would be helpful if you find a picture of what you imagine it should look like. While I know the term smoky waters I dont know what its supposed to look like
Next question what water are you using? If thats from fern lake that water is a prop that seems to behave different than the usual water surface (can't afford that set yet, sniff) for the normal water surface I would try to place a plane below with uebersurface smoke... need to try that now.
If I place a plane above ubervolume smoke, and the plane is Ubersurface with refraction, the smoke is not visible.
I'm gonna have a look into that, seems weird.
I did a test... and it seems to work fine in a test environment. Um. Wtf. Ok, so it's something weird with fern lake... will try plugging in a simple cube, sorry for the confusion. :/
(Bad QA on my part)
That's what I thought, the fern lake water is a volume thing instead a plane, have a look at the discussion about it, it's adressed there somewhere.
Really what you need for water that is a volume is a glass/dielectric shader with absorption....in other words NOT one of the omnifreaker ones.
Tofusan has one over on ShareCG that may work...
Here's one using Tofusan's shader...
This is the first test I did...a simple cube. As you can see, it gets darker/murkier the deep you go, but just being a cube floating in nowhere did strange things on the edges. It rendered rather quickly...about 15 mins
But I wasn't real happy with it, it looked like a cube of pond water...
So, since I don't have Stonemason's latest set(yet), I needed a pond to try it on...
I played around with the settings for a while, but found they need to be very low for the absorption scale. And a 0.05 change makes a huge difference in the 'look'...plus a better ripple pattern will help a lot. This one took around 25 mins, including the bump/displacement (not sure what Tofusan connected the map to).