UnderWater Scenes


Gary Coulter wrote:

Hi Everyone ...

I am currently writing a research paper at University concerning the development of CG ride simulation (Movie Rides) As part of this project I am designing the visuals to portray a realistic underwater scene. I am really looking for any tips, tricks or ideas that people might have regarding creating realistic visuals in this setting using LW. I have checked out Metrolights "Seafari" and Amblins "Seaquest DSV" but does anyone else have any ideas or suggestions.

Thanks in advance for any info, help or advice ....

I'm working on one right at this moment and have never done one before. Here's what I learnt by experiment:

Basically a background fade to distance fog with a dark blue background. Put a light parented to your camera with the light set to about 150% but set quite blue. Turn all shadow mapping and ray shadows off - I found them unnecessary. Trace reflections only if you get close to metal.

The bottom was made from a fine mesh moved into layout and displaced with a bitmap image created with VistaPro (but a scanned and smoothed atlas map would do - just a bit more work). Save transformed and loaded back to modeller and the mesh subdivided and stretched vertically (undersea valleys tend to be more exaggerated).

A fractal noise texture map applied to colour - both around sand colour - an appropriate crumple map applied to the bump map of the surface and away you go! Experiment with settings depending on the size of your objects and I got a really good scene within a couple of hours of starting the project.

Stick somethinng into the scene to give it a sense of scale if you can - gives more realism when you have something to refer to.

Hope that helps.

Kevin Gleeson

 

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