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Ocean
The Ocean shader simulates realistic waves over a
large body of water. The artist can control the look and feel of the ocean by
adjusting the waves' height, roughness, speed, direction, etc. Ocean can even create a looping animation, with the
number of frames in the loop specified by the user.
Parameters
Wave Size
These controls affect the waves' basic size and shape. Largest sets
the size of the largest waves in the ocean, Smallest sets the size of
the smallest waves in the ocean, while Quantity sets how many wave
sizes are between Largest and Smallest. Increasing the number of sizes will give a
rougher look to the ocean.
Steepness gives another control on the roughness of the ocean: smaller
values of Steepness will give a calm, flatter ocean, while larger values give a
rougher, more active ocean.
Wave Position
Wave positions can be Relative to World center, so that two adjoining
grids wave patterns will be aligned; or Relative to Object center, so that as the
object moves, the wave patterns will move with it.
The effect applies only on a vertical axis. Use Base Plane Normal and Base Plane Distance to
specify the vertical axis direction and distance relative to the coordinate system origin.
Directed activates a rolling waves ocean effect. Direction Angle controls
the overall movement of the waves. When Directed is unselected, the Ocean
effect produces a directionless choppy ocean.
Wave Animation
For animation, two controls are available. Wave Speed controls the
movement rate of the waves. The default value of 1 is a good choice for a scene
where one unit is equivalent to one foot, and where the animation is
at 30 fps.
Loop Animation will force the ocean into a looping animation.
Loop Frames controls the number of frames in the loop. Be warned, smaller
numbers create a less realistic ocean.
Shape Method
Ocean creates its effect in one of two ways. As a
Bump, Ocean creates the illusion of a rough
surface without actually changing the geometry, similar to a bump map. Note
that Ocean's bumping effect is independent of the
texture settings, so the Roughness parameter in the texture dialogue box should
be set to 0.
Ocean is usually best kept in Bump mode, since it
gives a very nice wave effect without requiring additional geometry, and
therefore does not inordinately slow down rendering times.
In Displacement mode, Ocean creates a
greyscale image for the shape of the ocean, with which it displaces the actual
geometry of the water grid, using the displacement feature of mental ray.
As with all displacement mapping, the object in question must have enough
geometry in order to properly resolve the shape of the displacement map; this
usually results in extremely slowed rendering times. If you wish to use
displacement, a good compromise can be achieved by using Ocean twice: once as a Bump for smaller waves, and once
as a Displacement for larger waves.
Flats
Real oceans or lakes have differing areas of roughness: some regions can be
fairly smooth, while other areas are rough, the variations caused by the
effects of gusting winds. The Flats effect simulates these differing areas. Flats
activates the effect.
Size controls the size of the area, while Variation controls how
different the areas can be: lower values cause less variation, higher values
cause greater variation.
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