Over the last couple of years UV layout in Maya has changed for the better. In this course we're going to be taking a look at some of those changes as we UV map an entire character
I've tried to re-create it too. It's not easy. I used layered shader: one layer for the actual water and another layer for the foam. Lighting plays a big role on the looks as always. The shader I created looks crap in a different kind of lighting setup. All it takes is days of tweaking and loads of test renders
KB, I think that animation looks pretty dang cool. Could I get my hands on your version of the shader? I've love to know how you made those splashes, too.
Hehheh... Try to do it yourself... You'll learn much more that way.
I don't want to just give away something that took so long to accomplish. Same goes for the splashes. It's a very complex setup. Lots of expressions and whatnot. Basically the ocean is deformed using an expression. Based on the info that expression is producing another expression emits foam on top of the crests. A third expression then emits mist from the foam particles etc etc... Can't even remember properly
Ahh, ok. Well, my main reason for requesting a "copy" of your scene/shader was out of the hopes I might be able to "reverse-engineer" the shader and learn from that.
When it comes to great programs like Maya that excite me because of their excellent design and intuitiveness, I'm like a kid in a candy store. I just want to eat it all at once.
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