WIP_04,普通粒子测试。
这层是浪尖上会有的水花,用Maya粒子来实现。(虽然颜色很像realflow)
我没有用nParticle,虽然它有更好的功能,可是数据在软件内部和软件之间传递会碰到很多问题,所以果断放弃。用传统粒子就意味着要写更多的表达式才能使得某些效果成为可能,速度也会更慢一些。
这只是大体的形态,粒子数也不够,后面会继续增加细节和修改动画。
WIP_04, general particle splash.
The splashes on top of wave peaks, done by Maya particles. (well, it looks like RF particles)
I skipped the "nParticle" option due to the fact that data inside nParticle could bump into problems when transferring within Maya or between packages, even though it has better functionality. It will take a lot more efforts to code expressions to utilize some kind of actions, and slower.
This is still too far from what I want, for now the particle count isn't anywhere close to the final, will increase that later on and tweak the motion further.
WIP_05, 渲染层单帧测试。
一下渲染了好多层,都是一些基础的表面颜色,灯光,辅助层。所有的数据都分别放在了RGB三个通道中,用EXR格式32位浮点渲染,Gamma = 2.2 线性流程。
第一个是反射分部,三个通道代表不同的角度,类似fresnel的不同数值大小的区域。第二个是海底阴影功能层。
第三个次表面散射,第四个灯光和阴影。
第五个表面法线,第六个是浪面正常化的高度,深度通道,Fresnel值映射到RGB通道中。