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Creating an ocean underwater scene with the Lume Toolset |
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© 2005-2006 Rob Wuijster aka XSIBase/Rork, upd. 17 nov. 2006 Introduction: The setup for a underwater scene when working with the Lume shaders isn't that different from the previous ocean setup. So here it goes: Translate the camera so it's underwater. Then select the "ocean" geometry and open up the Rendertree. Now disconnect the Submerge shader from the Material node. We're gonna use a different method to create "zee murky waters of zee deep" (insert footage of a certain Jacques Cousteau here) >:) Note: You should get yourself in the habit of saving camera views, by working with the "Memocam" buttons. Not only you can switch quickly between camera angles, but also FOV values and more are stored with the camera angles. Also every view in every port has it's own settings. ![]() Note: With disconnected nodes, be sure not to click on the refresh button untill you're finished, or your tree is gone. And nope, the Rendertree has NO undo ! ! ! ! Now we have a changed the basic scene set up and are ready to continue for the underwater effect. |
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Adding the Submerge shader as a Atmosphere:
Because we're gonna render an underwater scene we have to reverse some of the settings in the shaders or in the scene setup. We're going to use the Submerge shader as a enviroment, so we're adding it to the Pass. Select Pass>Edit>Current Pass and select the Volume Shaders Tab. Click on Add, select the Submerge shader and click OK to return to the PPG. Be sure to have the Submerge shader selected and now click on the Inspect button. You can copy the RGB color setting from the old Submerge shader for now, you can always fiddle to get a different effect or colors. Change the "Vertical Gradation" and "Density" to 1.0. For the last change in the setup reselect the "ocean" grid, open up the Rendertree and select the WaterSurface shader. Open it and in the PPG deselect "Looking into the water" and select "Looking out of the water". There's really not more to it actually, you're done. |
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Rendering:
Now we have changed the setup of the shaders and the scene we can have a look with the renderregion. Be sure to have the "Ambience" color set to full black by selecting "Modify>Ambience". Now drag a renderregion in the camera view and see the underwater scene being rendered :) That's it!! ![]() |
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Play with the "Density" and "Vertical Gradiation" of the "Submerge" shader values to get more murky waters. |
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