stone145 Posted June 25, 2004 Share Posted June 25, 2004 hi all, im doing a perspective view of an already constructed house in max with the help of mental ray...but i cant seem to get the water right! does anyone know how to make a good water in mental ray?, i tried architectural materials but...it dont quite convince me. so here's a preview image...i also included a photo of the real place. jorge lavalle Link to comment Share on other sites More sharing options...
STRAT Posted June 25, 2004 Share Posted June 25, 2004 it's getting there. rotate the bump map 90 degrees - the wind is blowing in the wrong direction on yours, it should flow perpendicular to the pools end, and also make the map alot smaller. the slightly turn down the bump and reflectance. Link to comment Share on other sites More sharing options...
stone145 Posted June 25, 2004 Author Share Posted June 25, 2004 thanx for your comments!...i did what you told me, but what bothers me is that it looks a bit plastic dont you think? Link to comment Share on other sites More sharing options...
STRAT Posted June 25, 2004 Share Posted June 25, 2004 well lets see the image after you did what i said then Link to comment Share on other sites More sharing options...
Ricardo Eloy Posted June 25, 2004 Share Posted June 25, 2004 I think it looks plastic because we cant see through it. We should be able to see some refraction going on, and it's not that obvious. I normally do water using raytrace materials with IOR=1,6 and a high level of transparency, a bit of reflection and some nice specular. Hope it helps! Link to comment Share on other sites More sharing options...
Jeff Mottle Posted June 25, 2004 Share Posted June 25, 2004 Actually the IOR should be 1.3 for water. Found this nifty table in a Google search: http://www.robinwood.com/Catalog/Technical/Gen3DTuts/Gen3DPages/RefractionIndexList.html Link to comment Share on other sites More sharing options...
visualasylum Posted June 30, 2004 Share Posted June 30, 2004 I think what's missing besides bumps and refraction is Fresnel and that depth thing. Key elements for creating realistic pool surfaces. > fresnel/fallofff reflection > environment > depth > refraction. cheers, G Link to comment Share on other sites More sharing options...
Ricardo Eloy Posted June 30, 2004 Share Posted June 30, 2004 Actually the IOR should be 1.3 for water. Found this nifty table in a Google search: http://www.robinwood.com/Catalog/Technical/Gen3DTuts/Gen3DPages/RefractionIndexList.htmlYou're right about it, Jeff. But I use IOR=1.6 because it looks way better, giving more distortion . Anyway, in case anyone got curious about IOR values, Max's help has some tables with various values. Link to comment Share on other sites More sharing options...
voltaire_ira Posted June 30, 2004 Share Posted June 30, 2004 try visiting www.lume.com and try the tutorials using lume tools to create realistic water. i did use that in one of my renders and just adjusted some settings to make a pool material.looks pretty good. Link to comment Share on other sites More sharing options...
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