Pete Draper’s Calm Sea

 

Now here is some nice water. It has ray trace reflections, so rendering can be slow.

 

 

There are a few things to consider, as usual: modeling, materials, and lights. The materials and models can also be animated via phase, etc.

 

Model the water

This is our plane ... 20,000 units! Very large to denote sense of scale.

 

 


Check this out. We need to control where we are going to apply noise for the ripples of the water. For that we need a soft selection that is centered where our camera is going to be. Then, the ripples will appear to fade at the horizon.

 

Note the vertex and sphere settings. This is from the Top view. Also, see the high number – 12,000 -- on the soft selection.

 

  

 

You might need to scale the gizmo

 

 


Set up the Noise gizmo like this, shown in Perspective view:

 

 

 

Note – you can animate this by increasing the phase with each frame [for example, from 0-200 over the course of 200 frames.]

 

To add complexity, add a second noise modifier aimed perpendicular to the first. the settings are just the same.

Tip – you can right click the word NOISE to copy and paste on the stack.

 

 

 

Arrange your perspective view so it looks something like this. Ctrl C to make a camera from the view.

 

 

Make the skydome

Now we need our trusty sky dome. Here it is, Top view:

 

 

 

Scale her down to 60% height [side or front viewport] ... flip normals as usual:

 

 

 

 

 

Add a cylindrical UVW map modifier:

 

 

 

 

Material for skydome

Our water will have reflection as you would expect. Reflection materials are useless without something nice to reflect. So, here is the map to apply to the skydome.

 

Materials – first, the sky. This is an image from the Draper CD. You can find a panoramic sky or make one. The point is the dimension:

 

 

Download this image file

 

Self illumination is 100% ... tile 2.0 on U. There will be one seam but that will not be a problem as long as we are not looking at it.

 

 

 

 

Next -- our Sea material

This is the screen shot of the Material/Map Navigator for Sea:

 

 

Starting at the top level Sea (Standard) ... note the specular and glossy settings ...

 

the diffuse color is a dark gray:

 

the specular color is pure white.

 

 

 

We have a Bump and a Reflection slot, wet to 20 and 75.

 

 

The reflection slot:

Simple! IOR is 0.6. In the Side is a default Raytrace.

 

 


The bump slot

Without the bump we only see the wave forms from the mesh:

 

 

With the bump we have much more detail in water movement:

 

 

The details of the bump slot ...

 

 

 

We have a Mask map with

Smoke for the bump map and a

Gradient ramp for the bump mask

 

Let’s remember where we are in the map navigator. You can see, the smoke is for the ripples, and the [radial] gradient mask will serve to smooth out the ripples at the horizon edges.

 

 

The Bump map

The Smoke Coordinates are set to Explicit Map channel ... note the small numbers for size, etc.

 

 

Animation note on this smoke – over 200 frames, the phase can be animated from 0 to 10.

 

Note on smoke – smoke makes diffuse fractal patterns and can be used as an opacity make to make smoke in a light beam, etc. The iterations is the number of times the fractal is applied.

 

Color #1 is the non-smoke, #2 is the smoke color.

 

Exponent affects the size of the Color #2 smoke tendrils. This shows a .4 and a 1.5. It looks like the clouds filter in Photoshop.

 

  

 

The explicit map channel simply activates the map channel spinner.

 

 

 

Optional mask for the bump

The next map is the mask for the bump, a radial Gradient Ramp. What this will do is, make our sea appear to fade the ripples off into the distance. If you are doing an aerial shot, I would not bother with it.

 

 

Explicit map channel, radial:

 

 


Lights

Set an omni light with multiplier of .5 to 1.0 for the sun, to cast some reflection on the water. It is important to take the time to place the lights and make test renders to get the best play of reflections.

 

Top and camera views of light:

 

 

 

Add a skylight ... the color is sampled from the sky ...

 

 

Camera and render

Set up a camera from the perspective view ... make it 28 mm to increase the sense of scale ...

 

 

Here is a render set up for 70 mm. Note how the ripples fade out near the horizon. This is because of your mask on the bump.

 

 

 

An aerial view:

 

 

Animating the sky

 

The camera can be animated to seem like a ship at sea ... saving that for another time ... Draper links it to a low res copy of the sea so the POV appears to bob along with the water.

 

Note on animation: you can do a very cool thing with animating a panoramic sky map here. What Draper did is, the twisted the top of the skydome over time so layers of clouds appear to move at different speeds.

 

First he created a soft selection Volume Select modifier, so he could grab the vertices at the top of the sky ...he used a box selection:

 

 

 


Then he animated a slow Xform rotation:

Perspective views of of the XForm gizmo at frame 0, then rotated to final full rotation at 200 frames: