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# 17 21-12-2010 , 11:40 PM
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Join Date: Feb 2010
Posts: 23
Thanks once again for posting...really like the Cadbury spot....

I've been gobo'ing spot light rays in through an ocean shader with a time expression...but I do want to try your RGB method...haven't got to it but it looks great in the vid...

And yep I agree. That's just a stock ocean shader...once I did my first render with the bands all else was abandoned.

One thing that stands out for me in the Cadbury is the total internal reflection simulation in the spot...that was great too...very nice work...are you saying volume caustics?

I've been using raytracing through transparency to get the affect where there is a hole in the ocean surface that you can see through...it is also reflecting the sub...seems to work pretty good....but I like your version a lot more.

Much to learn here....

No luck on the fog banding. It even looks worse in 32-bit.

I will need to find a different means to simulate a light to dark underwater ocean...and do some fog in post compositing...once the decay is involved there seems to be no solution.

What I really need to do is to find a consultant...

Thanks again..