SIMPLE WATER SURFACE Part 2 by Pål
Vågsæther Karlsen
This tutorial can be somewhat compared
to a previous tutorial I wrote on how to
do water with standard 3D Studio MAX
features. This tutorial deals with
creating water surfaces in MAX with a ray
tracing renderer, such as Ray Studio or
RayMAX. As of now, I have only had the
chance to try Ray Studio with this, but
from what I've heard, RayMAX works in a
very similar way. They both require the
artist to use a specific material on the
objects you want raytraced. The objects
with normal materials render almost as if
you use the scanline renderer (the
differences are minimal, and I won't go
into them here). This means that we can
use a raytacing material on our water
surface instead of the reflection map used
in the previous tutorial. This means that
when applying waves/ripples, the
reflection will be more accurate, and the
effect can be quite stunning.
I will in this tutorial, as in part 1,
use a bump map to create the
waves/ripples, because they look equally
as good as using a mesh (such as a
hi-polygon box with the noise modifier),
and it saves up on the amount of faces.
This means that the water will completely
rely on the material to make it act like
water. It's also possible to animate it,
which I will deal with later. The water
material I make through this tutorial will
also be included in a separate material
file at the bottom of this page (with
instructions). I will not go into how to
use the raytracing plugins themselves,
since this will be a general tutorial, and
you should be able to find that out
through manuals. Also, the use of these
plugins are very alike (and you only have
to switch renderer to make it work
properly). So dive in and have a swim.....
Step 1: First off, we
need an environment. Using the technique
described in the landscape tutorials found
elsewhere on this site, I'm creating a
small "pond", and put a standard MAX map
on it, so that you also can render it (I
will include the finished MAX file). I
will not put much effort into this
landscape, since it's only an example, so
no flame mails, ok? The map will be the
standard "Dirt - gray", so let's think of
this as a dry, rocky area with the
occasional lake. I will also put some
standard primitives into it, to "show off"
the reflection effect. Here is a
perspective view of the landscape:
This is our landscape. This
is a "merged" image of a shaded and a
wireframe screenshot to show the contours.
I will also add a cloud background, and
will again pick a standard MAX map, so it
will render correctly without adding more
maps in the ZIP-file (included at the end
of this tutorial). So now we have a
landscape. The mesh for the water surface
is just a box, and I'll add that too. In
your scene, position this in the level you
want the water to be. Let's put in a
camera and render it:
Well......looks kinda boring,
but who cares. It's just an example (rememeber.......no
flame mail!).
So much for the environment, let's move
on to the water itself.
Step 2: This is where you
pull out your raytracing plugin. In this
tutorial I use Ray Studio, but the
technique should easily be applicable on
other plugins as well. I've included the
water material I make here, both in a
separate .mat-file and in the scene.
Create a Ray Studio material with these
values (if you use RayMAX, you will have
to find a set of parametres that result in
the same effect):
T
he
parametres for the raytracing material.
The colours are not very important in this
matter.
Note added aug. 16th: Also try
higher values for Metalness. This
will make the water darker, and not so "quicksilvery".
Thanks to Håvard Anthonsen.
Now, let's create the waves/ripples for
our water surface. We have two choices for
this. Either do it by mesh (with noise or
spacewarps), or by a bump-map. I will use
the latter. In the raytracing material,
find the Bump-slot, and add a noise map in
it. I should have these parametres (these
work for this tutorial, and might not be
very good for other scenes. Try out what
you want):
The noise-parametres
The size makes sure the bumps aren't to
large, and the fractal setting is the best
one for this purpose (in my opinion).
Remember to set the strength of the
noise to 7, or something in the area. The
Ray Studio material has a default of 100,
and that will be overkill. Again, try out
what fits your purpose. For this tutorial,
I use 7. And that's it (really.....it is).
We now have a reflective surface with
ripples, which will look like water. I
will also for this tutorial add some
primitives to show the power of the
reflections (this scene is just getting
better and better.......). Take note that
this is not some sick figment of my
imagination, but just a very weird
example. Keep in mind that this is meant
to be didactic, not estetic. Let's render
the sucker:
Although twisted motive, the
detail in the reflections really show the
power of raytracing.
Animation
I said I would get back to animating
this water. If you look in the setting box
for the noise (the bump), you will see a
slot called "Phase". By changing this
value over a set of frames, the noise will
also change. Remember that any parametre
in 3D Studio MAX can be animated, so just
turn on "Animate", go to a different frame
and changed the phase-value. This way, byt
doing this in sequences, you can make the
appearence of movement in the water.
Experiment with how much change you should
apply over a number of frames to achieve a
certain "speed" in the ripples. By
changing the value too much, the ripples
will "ripple away", while a to low number
will make it look like an effect from
"Sludge monsters from hell". Wether you
want to animate this is another thing.
Raytracing is a rather slow and
time-consuming process, and while the
result can be stunning, the time will drag
the experience down. A piece of advice is
to use as many shadow mapped spots
as possible in the scene, since they
render quicker.
Click
here
to download the max-file and the water
material. Note that you will need Ray
Studio to render this.
Here is a scene I made with this
technique. It's mainly a "leftover" pic,
meaning that it was assembeled from stuff
from different scenes. None of the
elements in here were made specifically
for this scene, but still.....it shows the
water effect preety nice:
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