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4K sea bottom and water surface fabrication method and ocean bump displacement texture Download
2022-06-13 01:07:00 【Python's path to becoming a God】
One 、 Preface :
There are many ways to simulate the seabed and sea surface , Fluid solution , All kinds of texture plug-in simulation . However, it was found that some plug-ins do not support , The reason is simple , The cache is huge , Hard disk overhead can't stand , therefore , It can only be solved by the special effects Department of each company . It turned out , In fact, the cheapest way is to use texture sequence simulation , The most common basic technology . The premise is to have high-definition dynamic sequence . There was a problem before maya ocean Material simulation of nodes Underwater caustics effect method .
Two 、 The sea floor and water surface create :
This time bifrost The plug-in boss Simulated sea surface texture . This is a better sea surface effect . Similar principle .1-100 frame , It also provides the creation of texture engineering files . It is convenient to render longer frames as needed .
oceanSurface_02.mb The file USES boss plug-in unit , If it is not installed, an error will be prompted . This file is used for texture generation .
Mapped material , One used along Y Gradient of axis projection ramp texture , Form from 0-1 Displacement concave convex interval . This can be uv Projection range of sea wave height adjusted in China . Here's the picture :
Use maya Fast rendering of sequential textures by software rendering 4k chart .
3、 ... and 、 Texture animation sequence diagram usage :
Final texture usage , Or is it connected to material bump or displacement attributes ,
It should be noted that aiImage Node is needed when calling sequence frame map filename.####.jpg Format , Otherwise, only the first frame can be played , As shown in the figure below :
Frame sequence call expression loop algorithm aiImage.frame=(sin(time/2)+1)*50+1; It realizes the change with time 1-100 The reciprocating cycle of ,sin(time) by -1 To 1,time/2 Only the unit of time amplification drive has been modified ,+1 Realized 0 To 2 Letter of inquiry ,50 Is equal to 250 be equal to 100, But the test found , Just implemented 0 To 99 The cycle of , When the frame is 0 after , Because Xuan Shao 0 Frame sequence diagram , So wrong reporting , So finally +1 Offset by one frame , Realized 1-100 Frame range control .
Final , Map sequence over time , The general action is 1-100 Play back and forth between frames . Here's the picture :
There is another skill in sea surface simulation , Sometimes the sea has boundaries , For example, use a square plane to simulate the sea surface , It needs to be magnified many times , There will still be boundaries , But because of arnold Environment fog can affect the material of transparent objects . Later, the hemispherical sea surface boundary was excessively surrounded and hidden under the horizon , It can reduce texture and reduce repetition , Purpose of large water surface coverage .
therefore , The hemispherical surface is used to simulate the ocean surface , The problem of boundary wireless amplification is solved .
such , Do not need too much surface area , And repeat 4k texture , It can also be the seabed of the central area , Method for creating dynamic water surface with large surface coverage . Here's the picture : The test results . The project will be provided to you together .
link :https://pan.baidu.com/s/118rx1kC78c3AjZdLRAm97g
Extraction code :k9oo
Namo Amitabha .
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