xD same, tryied 3 times from zero, and always same result, foam on whole plane tryied to delete foam files manually, then generate cache again, and it does foam whole thing again, so only way to do this delete foam at all xD and have clear water.....
This all worked fantastic! What a weird workflow though. Seems like something that could easily be implemented into only a few steps with a button that says "Bake Infinite Ocean"
You're a fantastic teacher and I'd like to thankyou for all your help. Do you have a good way of making sure the results you project onto your mesh are at the exact same scale as that in boss? I screwed around with the scale which means that making the projection half of the patch size doesn't match with the result I got in boss...
Have you tried just multiplying the same scale to the projection? In general though, I wouldn't recommend messing with scale, because it's going to degrade the quality of your projection. It'd be much better to generate a cache at 1:1 scale, and then use the 1/2 patch size rule.
@@Autodesk_Maya awesome thanks! Yeah I had thought of keeping it the same left at 1:1 but I wanted to achieve large, medium and small scale waves. Is it best to just alter the patch size for changing the scale of your waves then?
@@Autodesk_Maya thankyou do much for this it sorted my issue. However one other thing I'm having now is that I am trying to use the add geo as influencer under the boss tool. It seems that using this with the wave solver works, but I can't get it to work with the spectral waves... The spectral waves don't deform around the object..
can the cached out exr be used for vector displacement as an image sequence for real-time render ?... how to make the simulation to loop seamlessly..then..
My one gave a mistake ... When I place the 3d texture placed, and I render it with the arnold does not appear the waves is just the straight plane without waves someone. Can someone help me please. (Maya 2018)
@@tomwalters1085 Did you try re-generating the wave caches? it may be that they're pointing to a place that doesn't exist on your hard drive versus my demo machine. Are there any errors that are spit out when you attempt to play the scene?
You're certain that the projection 1 is sized correctly? And that the file reference is pointing to the right folder? Usually you can tell by the swatch in the Hypershade. If both those are fine, I would recommend updating the render by going to Render > Update Full Scene in the Arnold Render View.
I have a problem. When I make bigger waves, the top part of the projected plane become flatten. I guess displacement map could have a limitation somewhere. Changing the 'Bounding Box Scale" make any different result. Could you tell me what could I do making bigger waves on the projected plane?
Hi. I've got a problem that I can't figure out any solution for it. I can't use the displacement as "Object" just as "World" and that made a lot of problems in large scenes. When it's on "object" the displacement explode. why doesn't it work? TNX!
When you ran your initial cache, was the timeline only 12 frames long? What you'll want to do then is go to the Boss Editor and switch the Spectral Wave solver to uncached (red) mode by clicking the little green disk. Then expand your timeline larger than 12 frames and re-cache it. This will overwrite your old frames and add more.
hello sir, that's a great tutorial but sir i have problem. when i projecting the water attributes on a plane it is not appearing properly in render ,unable to do a large scale of the ocean. actually am trying to do stormy sea.
I have two issues: 1- The foam is a lot. I changed the value of the Cusp, cached out, replaced the older files, but nothing changed! 2- My aiStandardSurface of the ocean does not having any nodes on it...what did I do wrong?
1- When rendering, try using the "Update Full Scene" option in the Arnold Render View. Sometimes the live refresh doesn't update properly. 2- What do you mean it doesn't have any nodes on it? As in nothing is attached, even after you select the aiStandard Surface and hit the "Show Inputs / Outputs" button in the node editor? It's possible you deleted some of its connections accidentally. If so, you can try applying a new aiStandardSurface to it and trying again.
@@Autodesk_Maya The problem with the foam being "too much" is that we had to check the box for "Alpha is Luminance" under "Color Balance" for the Foam Displacement File. This was not mentioned in the video. My professor figured it out, and it was what made all the difference!
Hi I fallow step by step the video, but I have some problems with the tile. The plane I did has this: Poly Plane history Width: 60.000 Height: 60.000 Subdivisions 10X10 When I increase the size of the plane at 300 x 300, tiles work, but for example I increase 5000 x 5000. Tile doesn’t work because the pattern repeats and it´s visible. And I need an extended ocean.
After 2020 It's good since Autodesk has included Arnold after the 2020 version. But ocean shader and water animated features which were easy before, combined with Bifrost and Boss have made it difficult and poor, so users are turning to free tools like Blender and Lumion. Please add realistic ocean water presets to the list of Arnold materials in addition to the Deep Water preset. And also one more irritating thing with that, that is hdri skies compulsory with Boss and Bifrost tools.
Hello, these videos are incredible! However, I'm having issues with my vector displaced waves being a "muted" version of the high resolution mesh. It seems like all displacement going "down" is not getting evaluated i.e. the valleys of the waves is seem to be clipped. Scene Settings were set to centimeters when I cached the waves, and all other values were entered as instructed in the video. I also tried the "Update Full Scene" in the Arnold RenderView as well. Plane is subdivided 5x linearly at render. Thanks for such great content!
Hi i'm making a scene where i would like to be able to go underneath the water and have an underwater visual is there any tutorial or any way you could help with that? Thanks
Underwater "visuals" wouldn't really amount to much - it'll be more about how you animate your characters/scene (less weight, floaty, etc) that would really sell it. If you want to do camera distortion (like water on the lens), you'd probably want to do that in the compositing step.
Cancel that. I didn't have the lookdevkit enabled in the plugin manager... knowledge.autodesk.com/support/maya/learn-explore/caas/CloudHelp/cloudhelp/2016/ENU/Maya/files/GUID-ED31708F-8C54-4EB2-981D-4FCAFE8E45C9-htm.html
Hi, I’m having a problem with the second projection. For some reason, my second cache image for the second projection doesn’t give a sample unlike your’s which shows a displacement map in the sample box. I tried to render anyway with Arnold but it only renders a flat surface with no wave displacement, is there a way to possibly fix this?
This is the problem I'm having now... strangely, the first 200 frames are textured and then it's just flat, no displacement. I can't seem to find any answers about this.
Unfortunately I'm not an expert in VRay. You might want to try asking that on area.autodesk.com's forums though and perhaps another expert user there will be able to help you.
Hi, I noticed in a reply to another comment you had received 2 months ago that you mentioned the possibility of tiling the ocean with full geometry instead of the displacement. I'd like to have the full geometry colliding with a ship hull, while the less-demanding displacement ocean covers everything else. Would this be possible with Boss? If not, or if there's not an easy solution, that's fine. I'm still quite a novice with Maya and the tutorials that you have made are certainly quite helpful as is :) Edit: Also, would you say that render-time subdivision might actually up the detail to make it near-identical to just using geometry? I suppose the actual hull collision with the water could be slightly obscured with foam effects too, so the waterline wouldn't look so jagged with large waves.
Have you checked out parts 3 and 4 of this tutorial, because they're about that exact thing. And yes, increasing the subdivisions enough makes the displacement virtually indistinguishable from actual geometry (while saving a ton of processing time!).
Hi, I would like to ask if the black colors on the exr map represents negative color? I am rendering this with vray, and I noticed it clipped away the area that seems to be black on the texture map. Only areas with color gets displaced and everything else is flat...
@@Autodesk_Maya thanks for the reply. I just don't understand how the displacement map does not work with Vray render. I checked in photoshop and there are no values/info on the black area in the maps. Technically there is no way Vray (or any engine) can displace anything from a color without a value. Would you mind to explain how did Arnold manage to displace the mesh with those exr maps cached from the simulation. I tried using your project files with Vray and there're still areas that got clipped away. sorry about the long and annoying question. Thank you for always answering the questions. Really appreciate the helpful tutorials!
@@Tobsters755 Hmm, unfortunately I'm not a VRay expert. Maybe try taking your question over to the Autodesk AREA forum and hopefully someone more knowledgeable than I on this subject can find an answer for you?
When I increase the iteration number in pPlaneShape2-Arnold-Subdivision- iteration- number it won't affect the ocean size, it's showing me the same ocean of plane2 why? And also the updating arnold scene problem! Rest of the things are perfect.
Great Tutorial! I do have a question. When I do the displacement map everything works until I click on "Use Image Sequence" In the video when you do a new node appears next to Image Number and it follows key frames at the bottom. Mine does not do that, The expression doesn't get created to follow the keyframes. How do I do that part? Thanks!
Are you sure you have the in the Image Name field as shown, and that it matches the multiple .exr files you have output? That needs to line up with wherever the number is in your filenames.
@@Autodesk_Maya Yes, the in the Image Name field matches the multiple .exr file. Filename: BossSpectralWave1.0002.exr / Image Name: BossSpectralWave1..exr I am using Maya 2020.3 if that is any difference.
@@Autodesk_Maya That is correct. I was able to get the simulation going by manually creating the expression after clicking on the "Use Image Sequence" I just assumed that Maya would create the expression automatically.
This is probably a stupid question but how are we able to scale the plane we are using for the displacement map to any size? I know how to scale an object etc, but why/how does it work like this?? How is it possible for it to repeat in this fashion to any size?
No such thing as a stupid question. = ) So the way this works is that the displacement (which remember, just tells Maya how to shade the flat plane to look like it has detail, without adding any actual detail to the mesh) is actually tiled on the plane's surface - much like wallpaper or carpet on a real life wall/floor. This allows you to repeat the tile over and over to cover as large an area as you need. The only caveat is that you want your tile to be large enough so that the human eye doesn't pick up on the tiling (otherwise it will look fake). That's basically what we're doing here. As you increase the size of the plane, the displacement is being repeated on the plane's surface. However, the tiles are big enough that the eye can't pick up on the repeating pattern.
Hello, I'm having problems with the foam. I did as you said in the video tutorial, but instead of appearing white as they should, in my render they appear green, as the image is. Can you help me with this please? I tried many times, but it still gives me the green color instead of the white one.
you can forcefully alter the speed of the waves by doing an expression on the "time" attribute under the Boss Spectral Waves attributes. Right click on the Time attribute click "Edit Expression". The expression editor will pop up. Now copy everything under "Selected Object and Attribute" and paste this into the box at the bottom of the editor. and type "=frame*2". Now click Close. This will now make the speed of the waves twice as fast. just change this value to what ever you want to multiply your wave speed by...
Hi, can you please share your wisdom? I am using the exact same values as you do. But whenever I change the default SpectralWave resolution from 512 (this is the resolution for the water wave, not the mesh plane subdivision), Maya crashes. Even if I just increase from 512 to 513, it would crash. Identical scene setup as yours. But it does not crash if I go downwards, say from 512 to say 300. This is on a Cylinder Mac Pro, 64GB Ram, two D700 GPUs (6GB each), Maya 2019
Hmm, unfortunately I'm running windows. This seems like it might be some kind of hardware limitation. Unfortunately, I'm probably not the best person to ask about this, but I would try the area.autodesk.com forum to see if anyone else has run into this issue with that particular machine.
Maya Learning Channel - I finally managed to solve it, after about 30 crashes. It turned out that this little red / green cache button (that tells BOSS if we want to use cache or not) needs to be in one particular state (i think it was the green state, but maybe the other way around, I cannot remember right now). Then, the crash didn’t happen. But gosh, it took me an entire evening to realise this.
I have a rather large ocean - 500000 by 500000, so tiling have been an issue for me - even tried the files from this tutorial at my scale and it tiles. I am now trying to adjust the space scale in an effort to reduce the tiling. To do so I have to adjust the gravity. In the maya docs it says: you can restore the original speed of the waves by scaling the Gravity m/s2 value by 1/(Space Scale)2. As I am trying to get an expression to work for this. What is scaling in this? multiply?
i'm trying to create a scene where the camera will follow a particle effect across the ocean but when i increase the dubdivisions to 1024 like you did, maya crashes.
Which parameter do I need to adjust to have the same resolution on a bigger pPlane2 as BossOutput? Patch size of both solvers and their resolution? Thanks
You'll probably want to increase the number of subdivisions on your original ocean tile and up the resolution of each solver. The Patch Size can help too, but it's mostly for avoiding repetitions (which is still useful for larger oceans). You can also increase the subdivisions in the Arnold settings as well to get even more resolution.
Great, thanks! My main problem at the moment is that the plane geometry seems "doesn't use" displacement maps to obtain the right resolution. I posted the problem on autodesk forum, because i can't post images here. If you have some minutes to check it, i would be really grateful! forums.autodesk.com/t5/maya-dynamics/bossoutput-node/td-p/8100573
Hmm, try applying a new aiStandardSurface shader to your plane temporarily, then hook the colorMath node's Out Color attribute into its Base Color. Do you see your displacement map's colors appear on the plane in the Viewport? If not, then something is amiss with your projections or displacement network.
Unfortunately, for licensing reasons I can't include them directly in the scene files. But you can get them here: cgi.tutsplus.com/articles/freebie-8-awesome-ocean-hdris--cg-5684
Hi everyone, what would be the most efficient way to make an object "float" accurately on such warped plane. I was thinking rivet than offsetting it, or maybe blending between few rivets
Jennifer Dzieło That would be a good bet. You can also just rivet constrain a locator to the plane, then parent the boat to that locator for maximum versatility.
@@Autodesk_Maya hi it worked pretty well, I had to add a sin to the y translate as an extra and look for the right frequency so that it doesnt seem glued to the surface.
@@Autodesk_Maya once I added the lo plane and hid the high rez the wave animation stopped playing in arnold. I re-cached too but still nothing. I followed the projections how you showed in the tutorial, I am not sure where I went wrong.
It will run, but I wouldn't recommend large texture sizes or very complex geometry without more RAM, otherwise the Viewport will slowdown considerably. I use an nVidia Quadro card.
This infinite tiling should be a one click option as you showed in the previous video spectral waves are independent of the plane's location and tile perfectly without guess work.
Actually it is a one--click fix if you're willing to work with geometry. The problem is that at large sizes, the geometry becomes too dense for anything but an extremely powerful CPU to handle. The majority of this video is actually about adapting the BOSS ocean to generate a non-repeating displacement mesh that gets around this performance problem (which is really more of a rendering trick than BOSS specific workflow).
If spectral waves are tileable I should be able to use instanced planes or standins without seams in order to mimic infinite planes, that's the purpose of tileable textures. I should be able to develop the look of a single plane and make it infinite replicating instances around it just like a mash grid without seams.
Unfortunately, if you were to use instances then they'd lose the "window into an ocean world" capability, since they'd be carbon copies of the plane you have. Again, you can actually do that if you prefer, but it will result in noticeablely unnatural repeating patterns in your ocean, unless you make your initial tile extremely big (which you can also do, it will just impact performance). Traditionally in rendering, displacement maps are a way to get extreme detail without incurring any of the performance cost (it's a technique used in movies and games for everything from dirt, rocks, bricks, skin pores, etc).
Keeping the waves as geo or instancing them is just a bad idea. Displacement is definitely the way forward. However there is a crap load of guess work trying to get the different spectral wave caches to lineup exaclty as they did when they were live in boss... Unless you keep the patch size exactly the same and don't touch the scale it seems really hard to get the same result without going through each one checking they look the same.
I didn't understand how to render the Image sequence of the Second plane wich only have texture animation and not real keyframe, my "render sequence" option renders only one Image.. Thanks
yes i repeat everything step by step, and if i launch a single render frame, i obtain the right result , pretty identical as yours, but when i try to launch a sequence or batch render, my plane remains flat :( thanks a lot for your support, fantastic channel
I have the same problem even with a single image. If i render the low res plane it gives me a flat plane :( shader is applied, displacement maps too..dunno how to resolve.
Did you try using the "Update Full Scene" button? Sometimes the render view can "stick". If it's not that, then try lowering the number of iterations. It may be that you have too many for your computer to handle.
the vector displacement looks different in vray, no clue why, what about the black areas in the maps? I can not measure negative values in the middle of these areas? that means, they are flat time:4.06
@@Autodesk_Maya Nope. I'm using a 'student' version of Maya. Could those nodes be only available in the the full version maybe? Or am I missing a plug-in that's not loaded? Thanks for your help.
@Maya Learning Channel I have NO Desire to learn the BiFrost or any other node-based bla, bla, blah It is too complex for the non-coders/artists ...so can you guys PLEASE make videos for the little people? Thanks!
Have you checked out the channel? I have other videos not specifically about node-based workflows. However, if you're looking to get into effects specifically (like this ocean) then unfortunately you'll have to learn about node-based workflows eventually. It's an industry-wide thing (all DCC software, not just Maya).
You can always use Render > Render Sequence instead on the free versions. It'll prevent you from using Maya as you render (unlike a batch render, which works in the background) but at least you'll still get your final image sequence (maybe do it overnight or something).
"There, now the foam looks better"
Me, renders a completely white plane
same here any tips??
@@jah_roar Foam Cache image files should be properly loaded I guess, the last video had a good explanation.
ruclips.net/video/RkkoHzI8644/видео.html
xD same, tryied 3 times from zero, and always same result, foam on whole plane tryied to delete foam files manually, then generate cache again, and it does foam whole thing again, so only way to do this delete foam at all xD and have clear water.....
This all worked fantastic! What a weird workflow though. Seems like something that could easily be implemented into only a few steps with a button that says "Bake Infinite Ocean"
These videos are awesomely invaluable! Thank you guys so much!
You're a fantastic teacher and I'd like to thankyou for all your help. Do you have a good way of making sure the results you project onto your mesh are at the exact same scale as that in boss? I screwed around with the scale which means that making the projection half of the patch size doesn't match with the result I got in boss...
Have you tried just multiplying the same scale to the projection?
In general though, I wouldn't recommend messing with scale, because it's going to degrade the quality of your projection. It'd be much better to generate a cache at 1:1 scale, and then use the 1/2 patch size rule.
@@Autodesk_Maya awesome thanks! Yeah I had thought of keeping it the same left at 1:1 but I wanted to achieve large, medium and small scale waves. Is it best to just alter the patch size for changing the scale of your waves then?
@@boycie18 Yup. That will allow you to maintain optimal visual quality.
@@Autodesk_Maya great thanks for you awesome help!
@@Autodesk_Maya thankyou do much for this it sorted my issue. However one other thing I'm having now is that I am trying to use the add geo as influencer under the boss tool. It seems that using this with the wave solver works, but I can't get it to work with the spectral waves... The spectral waves don't deform around the object..
can the cached out exr be used for vector displacement as an image sequence for real-time render ?... how to make the simulation to loop seamlessly..then..
My one gave a mistake ... When I place the 3d texture placed, and I render it with the arnold does not appear the waves is just the straight plane without waves someone. Can someone help me please.
(Maya 2018)
Help Me!!!!
@@marciosa9745 If you download the included scene file and render that, do the waves appear?
@@Autodesk_Maya I have the same problem and when I use the downloaded scene the waves still do not appear in the Arnold renderer please help.
@@tomwalters1085 Did you try re-generating the wave caches? it may be that they're pointing to a place that doesn't exist on your hard drive versus my demo machine. Are there any errors that are spit out when you attempt to play the scene?
very very useful, and hard by the way, I don´t understand almost 90% of the options but hey!, doesn´t matter if you have patience I guess
After project displacement map and in hypershade connecting to vector displacement than in render I'm getting back and white render pls help
when i replug projection 1 "out color" into "vector displacement" and render the plane renders flat, no displacement, why?
You're certain that the projection 1 is sized correctly? And that the file reference is pointing to the right folder? Usually you can tell by the swatch in the Hypershade.
If both those are fine, I would recommend updating the render by going to Render > Update Full Scene in the Arnold Render View.
I have a problem. When I make bigger waves, the top part of the projected plane become flatten. I guess displacement map could have a limitation somewhere. Changing the 'Bounding Box Scale" make any different result. Could you tell me what could I do making bigger waves on the projected plane?
Hi. I've got a problem that I can't figure out any solution for it. I can't use the displacement as "Object" just as "World" and that made a lot of problems in large scenes. When it's on "object" the displacement explode. why doesn't it work? TNX!
I want to create an ocean the size of 400,000...
What settings should I touch? It's hard
I cant find the other boss spectral wave files! there is only 12. can you help me how to create more for more frames, because i cant loop it
When you ran your initial cache, was the timeline only 12 frames long? What you'll want to do then is go to the Boss Editor and switch the Spectral Wave solver to uncached (red) mode by clicking the little green disk. Then expand your timeline larger than 12 frames and re-cache it. This will overwrite your old frames and add more.
hello sir, that's a great tutorial but sir i have problem. when i projecting the water attributes on a plane it is not appearing properly in render ,unable to do a large scale of the ocean. actually am trying to do stormy sea.
I have two issues:
1- The foam is a lot. I changed the value of the Cusp, cached out, replaced the older files, but nothing changed!
2- My aiStandardSurface of the ocean does not having any nodes on it...what did I do wrong?
1- When rendering, try using the "Update Full Scene" option in the Arnold Render View. Sometimes the live refresh doesn't update properly.
2- What do you mean it doesn't have any nodes on it? As in nothing is attached, even after you select the aiStandard Surface and hit the "Show Inputs / Outputs" button in the node editor? It's possible you deleted some of its connections accidentally. If so, you can try applying a new aiStandardSurface to it and trying again.
@@Autodesk_Maya
The problem with the foam being "too much" is that we had to check the box for "Alpha is Luminance" under "Color Balance" for the Foam Displacement File. This was not mentioned in the video. My professor figured it out, and it was what made all the difference!
thx man! spent 48 last hours on figuring out how to decrease the foam intensity, i was going crazy
Hi I fallow step by step the video, but I have some problems with the tile. The plane I did has this:
Poly Plane history
Width: 60.000
Height: 60.000
Subdivisions 10X10
When I increase the size of the plane at 300 x 300, tiles work, but for example I increase 5000 x 5000. Tile doesn’t work because the pattern repeats and it´s visible.
And I need an extended ocean.
How to make this in V-Ray? Okay, instead i will put V-Ray shader but what about the water preset?
Great video..
any idea why the render keeps refreshing?
I've updated Arnold and still have the same issue. It is fine until i add the projections ????????? "baffled I am" as Yoda would say.
OKAY. Not working in Maya 2022 but worked in 2023. Maya hates us sometimes ;)
After 2020 It's good since Autodesk has included Arnold after the 2020 version. But ocean shader and water animated features which were easy before, combined with Bifrost and Boss have made it difficult and poor, so users are turning to free tools like Blender and Lumion. Please add realistic ocean water presets to the list of Arnold materials in addition to the Deep Water preset.
And also one more irritating thing with that, that is hdri skies compulsory with Boss and Bifrost tools.
Hello, these videos are incredible! However, I'm having issues with my vector displaced waves being a "muted" version of the high resolution mesh. It seems like all displacement going "down" is not getting evaluated i.e. the valleys of the waves is seem to be clipped. Scene Settings were set to centimeters when I cached the waves, and all other values were entered as instructed in the video. I also tried the "Update Full Scene" in the Arnold RenderView as well. Plane is subdivided 5x linearly at render. Thanks for such great content!
Hmm, are you running the most up-to-date version of Arnold?
@@Autodesk_Maya Yep. MtoA 3.3.0.2 (10/16/19), and Arnold Core 5.4.0.2. Any other possible reasons?
You may need to alter the value of your "Bounds Padding" under the displacement shader node. this usually clips things if its set too low.
Hi i'm making a scene where i would like to be able to go underneath the water and have an underwater visual is there any tutorial or any way you could help with that? Thanks
Underwater "visuals" wouldn't really amount to much - it'll be more about how you animate your characters/scene (less weight, floaty, etc) that would really sell it. If you want to do camera distortion (like water on the lens), you'd probably want to do that in the compositing step.
I don't seem to have any colormath node. Am I missing a plugin? I did a quick Google Search and didn't find much...
Is this a MentalRay node?
Cancel that. I didn't have the lookdevkit enabled in the plugin manager...
knowledge.autodesk.com/support/maya/learn-explore/caas/CloudHelp/cloudhelp/2016/ENU/Maya/files/GUID-ED31708F-8C54-4EB2-981D-4FCAFE8E45C9-htm.html
Hi, I’m having a problem with the second projection. For some reason, my second cache image for the second projection doesn’t give a sample unlike your’s which shows a displacement map in the sample box. I tried to render anyway with Arnold but it only renders a flat surface with no wave displacement, is there a way to possibly fix this?
This is the problem I'm having now... strangely, the first 200 frames are textured and then it's just flat, no displacement. I can't seem to find any answers about this.
How would you go about projecting the cached files to create an infinite ocean using vray displacement intead of arnold?
Unfortunately I'm not an expert in VRay. You might want to try asking that on area.autodesk.com's forums though and perhaps another expert user there will be able to help you.
Hi, I noticed in a reply to another comment you had received 2 months ago that you mentioned the possibility of tiling the ocean with full geometry instead of the displacement. I'd like to have the full geometry colliding with a ship hull, while the less-demanding displacement ocean covers everything else. Would this be possible with Boss? If not, or if there's not an easy solution, that's fine. I'm still quite a novice with Maya and the tutorials that you have made are certainly quite helpful as is :)
Edit: Also, would you say that render-time subdivision might actually up the detail to make it near-identical to just using geometry? I suppose the actual hull collision with the water could be slightly obscured with foam effects too, so the waterline wouldn't look so jagged with large waves.
Have you checked out parts 3 and 4 of this tutorial, because they're about that exact thing. And yes, increasing the subdivisions enough makes the displacement virtually indistinguishable from actual geometry (while saving a ton of processing time!).
I must admit that I did comment before actually watching parts 3 and 4. I have seen them now. Thanks for the response, though.
Hi, I would like to ask if the black colors on the exr map represents negative color? I am rendering this with vray, and I noticed it clipped away the area that seems to be black on the texture map. Only areas with color gets displaced and everything else is flat...
I think that's the way VRay interprets it, yes.
@@Autodesk_Maya thanks for the reply. I just don't understand how the displacement map does not work with Vray render.
I checked in photoshop and there are no values/info on the black area in the maps. Technically there is no way Vray (or any engine) can displace anything from a color without a value.
Would you mind to explain how did Arnold manage to displace the mesh with those exr maps cached from the simulation.
I tried using your project files with Vray and there're still areas that got clipped away.
sorry about the long and annoying question. Thank you for always answering the questions. Really appreciate the helpful tutorials!
@@Tobsters755 Hmm, unfortunately I'm not a VRay expert. Maybe try taking your question over to the Autodesk AREA forum and hopefully someone more knowledgeable than I on this subject can find an answer for you?
@@Autodesk_Maya 'i see, thank you for your reply :)
When I increase the iteration number in pPlaneShape2-Arnold-Subdivision- iteration- number it won't affect the ocean size, it's showing me the same ocean of plane2 why?
And also the updating arnold scene problem!
Rest of the things are perfect.
Great Tutorial! I do have a question. When I do the displacement map everything works until I click on "Use Image Sequence" In the video when you do a new node appears next to Image Number and it follows key frames at the bottom. Mine does not do that, The expression doesn't get created to follow the keyframes. How do I do that part? Thanks!
Are you sure you have the in the Image Name field as shown, and that it matches the multiple .exr files you have output? That needs to line up with wherever the number is in your filenames.
@@Autodesk_Maya Yes, the in the Image Name field matches the multiple .exr file. Filename: BossSpectralWave1.0002.exr / Image Name: BossSpectralWave1..exr I am using Maya 2020.3 if that is any difference.
@@ronhiggins7682 The version of Maya shouldn't make a difference. I assume you have more than one .exr in that folder (i.e. 0003, 0004, etc)?
@@Autodesk_Maya That is correct. I was able to get the simulation going by manually creating the expression after clicking on the "Use Image Sequence" I just assumed that Maya would create the expression automatically.
This is probably a stupid question but how are we able to scale the plane we are using for the displacement map to any size? I know how to scale an object etc, but why/how does it work like this?? How is it possible for it to repeat in this fashion to any size?
No such thing as a stupid question. = )
So the way this works is that the displacement (which remember, just tells Maya how to shade the flat plane to look like it has detail, without adding any actual detail to the mesh) is actually tiled on the plane's surface - much like wallpaper or carpet on a real life wall/floor. This allows you to repeat the tile over and over to cover as large an area as you need. The only caveat is that you want your tile to be large enough so that the human eye doesn't pick up on the tiling (otherwise it will look fake).
That's basically what we're doing here.
As you increase the size of the plane, the displacement is being repeated on the plane's surface. However, the tiles are big enough that the eye can't pick up on the repeating pattern.
Hello, I'm having problems with the foam. I did as you said in the video tutorial, but instead of appearing white as they should, in my render they appear green, as the image is. Can you help me with this please? I tried many times, but it still gives me the green color instead of the white one.
Did you apply the file to the Weight or Color value of the Emission? I have a feeling you applied it to the Color by mistake.
Make sure all your render settings are in Arnold, and that your surface shader in Arnold's as well.
Great tutorial, really! What if I want slower waves? I've tried all the setting, can't find one?
would that depend on the wind speed and the ocean depth combined?
you can forcefully alter the speed of the waves by doing an expression on the "time" attribute under the Boss Spectral Waves attributes. Right click on the Time attribute click "Edit Expression". The expression editor will pop up. Now copy everything under "Selected Object and Attribute" and paste this into the box at the bottom of the editor. and type "=frame*2". Now click Close. This will now make the speed of the waves twice as fast. just change this value to what ever you want to multiply your wave speed by...
@Autodesk where i can find color math node in hypershade
Check to make sure the lookdevkit plugin is loaded in the Plug-in Manager.
@@Autodesk_Maya thanks
Hi, can you please share your wisdom? I am using the exact same values as you do. But whenever I change the default SpectralWave resolution from 512 (this is the resolution for the water wave, not the mesh plane subdivision), Maya crashes. Even if I just increase from 512 to 513, it would crash. Identical scene setup as yours. But it does not crash if I go downwards, say from 512 to say 300. This is on a Cylinder Mac Pro, 64GB Ram, two D700 GPUs (6GB each), Maya 2019
Hmm, unfortunately I'm running windows. This seems like it might be some kind of hardware limitation. Unfortunately, I'm probably not the best person to ask about this, but I would try the area.autodesk.com forum to see if anyone else has run into this issue with that particular machine.
Maya Learning Channel - I finally managed to solve it, after about 30 crashes. It turned out that this little red / green cache button (that tells BOSS if we want to use cache or not) needs to be in one particular state (i think it was the green state, but maybe the other way around, I cannot remember right now). Then, the crash didn’t happen. But gosh, it took me an entire evening to realise this.
My girlfriend cheated on me 2 days ago, to make myself feel better, I’ve been watching the Maya Learning Chanel.
It’s ok buddy, Diego Tratzi is the only person you need in this world.🍆
LMAO srs
The colorMath1 node does not appear in my hyper shade. :( Anyone here knows why? Im using Maya 2019.
Check the Plug-in Manager and make sure "lookdevKit.dll" is loaded.
@@Autodesk_Maya Excellent... Thanks!
I have a rather large ocean - 500000 by 500000, so tiling have been an issue for me - even tried the files from this tutorial at my scale and it tiles. I am now trying to adjust the space scale in an effort to reduce the tiling. To do so I have to adjust the gravity. In the maya docs it says: you can restore the original speed of the waves by scaling the Gravity m/s2 value by 1/(Space Scale)2. As I am trying to get an expression to work for this. What is scaling in this? multiply?
That should be multiplication.
i'm trying to create a scene where the camera will follow a particle effect across the ocean but when i increase the dubdivisions to 1024 like you did, maya crashes.
You may need to upgrade your RAM or CPU in that case.
I love these videos!
Which parameter do I need to adjust to have the same resolution on a bigger pPlane2 as BossOutput? Patch size of both solvers and their resolution? Thanks
You'll probably want to increase the number of subdivisions on your original ocean tile and up the resolution of each solver. The Patch Size can help too, but it's mostly for avoiding repetitions (which is still useful for larger oceans). You can also increase the subdivisions in the Arnold settings as well to get even more resolution.
Great, thanks! My main problem at the moment is that the plane geometry seems "doesn't use" displacement maps to obtain the right resolution. I posted the problem on autodesk forum, because i can't post images here. If you have some minutes to check it, i would be really grateful! forums.autodesk.com/t5/maya-dynamics/bossoutput-node/td-p/8100573
Hmm, try applying a new aiStandardSurface shader to your plane temporarily, then hook the colorMath node's Out Color attribute into its Base Color. Do you see your displacement map's colors appear on the plane in the Viewport? If not, then something is amiss with your projections or displacement network.
Great thanks! I'll try and i'll let you know thanks again! :)
Yes, I see my displacement's map color...it's something else :(
Can you please share the HDR file of the ocean and sky as well? Thank you!
Unfortunately, for licensing reasons I can't include them directly in the scene files. But you can get them here: cgi.tutsplus.com/articles/freebie-8-awesome-ocean-hdris--cg-5684
Thank you. I have see all the 4 ocean videos and it really help. Looking forward for new tutorials :)
Hi everyone, what would be the most efficient way to make an object "float" accurately on such warped plane. I was thinking rivet than offsetting it, or maybe blending between few rivets
Jennifer Dzieło That would be a good bet. You can also just rivet constrain a locator to the plane, then parent the boat to that locator for maximum versatility.
@@Autodesk_Maya hi it worked pretty well, I had to add a sin to the y translate as an extra and look for the right frequency so that it doesnt seem glued to the surface.
Also what RAM do you recommend for running this?
16gb RAM
How to open file format .exr ? or what software ?
Adobe Photoshop can view EXR files.
How do you get the animation of the full scene at the end of the video?
Once complete, you can batch render the result and then play the frames in a video player like DJV Viewer.
@@Autodesk_Maya once I added the lo plane and hid the high rez the wave animation stopped playing in arnold. I re-cached too but still nothing. I followed the projections how you showed in the tutorial, I am not sure where I went wrong.
@@cole8208 Hmm, if you turn off the caches completely does the wave animation play?
@@cole8208 Did you turn on the image sequence button? Did you use the same Arnold mat from the original?
Sir I don't have Colormath node :(
Check your Plug-in Manager to make sure you have lookdevkit loaded.
colorMath节点是从那来的?我的maya上找不到??[尴尬]
where can i find an hdr file like that one?
cgi.tutsplus.com/articles/freebie-8-awesome-ocean-hdris--cg-5684
can i use 2gb of graphic card for maya .AND what graphic card do you use.please tell me.
It will run, but I wouldn't recommend large texture sizes or very complex geometry without more RAM, otherwise the Viewport will slowdown considerably. I use an nVidia Quadro card.
how much gb of video ram you have.
8 GB
This infinite tiling should be a one click option as you showed in the previous video spectral waves are independent of the plane's location and tile perfectly without guess work.
Actually it is a one--click fix if you're willing to work with geometry. The problem is that at large sizes, the geometry becomes too dense for anything but an extremely powerful CPU to handle. The majority of this video is actually about adapting the BOSS ocean to generate a non-repeating displacement mesh that gets around this performance problem (which is really more of a rendering trick than BOSS specific workflow).
If spectral waves are tileable I should be able to use instanced planes or standins without seams in order to mimic infinite planes, that's the purpose of tileable textures.
I should be able to develop the look of a single plane and make it infinite replicating instances around it just like a mash grid without seams.
Unfortunately, if you were to use instances then they'd lose the "window into an ocean world" capability, since they'd be carbon copies of the plane you have. Again, you can actually do that if you prefer, but it will result in noticeablely unnatural repeating patterns in your ocean, unless you make your initial tile extremely big (which you can also do, it will just impact performance).
Traditionally in rendering, displacement maps are a way to get extreme detail without incurring any of the performance cost (it's a technique used in movies and games for everything from dirt, rocks, bricks, skin pores, etc).
Ok, thank you.
Keeping the waves as geo or instancing them is just a bad idea. Displacement is definitely the way forward. However there is a crap load of guess work trying to get the different spectral wave caches to lineup exaclty as they did when they were live in boss... Unless you keep the patch size exactly the same and don't touch the scale it seems really hard to get the same result without going through each one checking they look the same.
I have 16GB of ram and if i apply the setts that you put for the plane my PC freezes
I have 32GB so you'll need to adjust your settings accordingly.
I didn't understand how to render the Image sequence of the Second plane wich only have texture animation and not real keyframe, my "render sequence" option renders only one Image.. Thanks
You need to change the Image Format in the Render Settings to a multiple render format (i.e. name.#.exr).
i set up it, but my sequence render gives me a flat plane, instead of the 3d projection shown in a single render
Did you produce the necessary EXRs and properly set up the displacement map? Also, did you make sure to render using Arnold?
yes i repeat everything step by step, and if i launch a single render frame, i obtain the right result , pretty identical as yours, but when i try to launch a sequence or batch render, my plane remains flat :( thanks a lot for your support, fantastic channel
I have the same problem even with a single image. If i render the low res plane it gives me a flat plane :( shader
is applied, displacement maps too..dunno how to resolve.
HELP ME!In the last operation, when the size of the plane is 15000, why does it become a flat sea surface? There is no problem when the size is 60????
Did you try using the "Update Full Scene" button? Sometimes the render view can "stick". If it's not that, then try lowering the number of iterations. It may be that you have too many for your computer to handle.
thanks for answer.and ..why the scale is half the patch size? then why from's scale is 30?
After hiding first ocean tille my render process is not working it keep saying updating rendering it goes from 0% to 1% then back to 0%
same, did ya figure it out?
Thank you so much amazing tutorial really loved it.
the vector displacement looks different in vray, no clue why, what about the black areas in the maps? I can not measure negative values in the middle of these areas? that means, they are flat time:4.06
i had the same issue too! did u manage to find a solution for it?
@@Tobsters755 nope
@@dubtube6691 i see. thanks for the reply
Is there a colorMath node alternative for maya 2017?
Odd, the colorMath node should be in Maya 2017. You can try the colorComposite node instead.
@@Autodesk_Maya Hey, thanks for replying. I can't find a colorComposite node either. I'm tab searching in the hypershade, the same as in the video???
@@pdublt3d Hmm that's very odd. If you look in the left column of the Hypershade, in the Utilities section, do you see any entries in there?
@@Autodesk_Maya Nope. I'm using a 'student' version of Maya. Could those nodes be only available in the the full version maybe? Or am I missing a plug-in that's not loaded? Thanks for your help.
@@pdublt3d They should still be in the student version (assuming you aren't using LT). Maybe try deleting your preferences and restarting Maya.
how do i preview my .exr cache files
You can use any free image sequence viewer like DJ View.
why the scale is half the patch size? then why from's scale is 30?
This is explained at 1:45 - it's to avoid tiling artifacts.
@Maya Learning Channel I have NO Desire to learn the BiFrost or any other node-based bla, bla, blah It is too complex for the non-coders/artists ...so can you guys PLEASE make videos for the little people? Thanks!
Have you checked out the channel? I have other videos not specifically about node-based workflows. However, if you're looking to get into effects specifically (like this ocean) then unfortunately you'll have to learn about node-based workflows eventually. It's an industry-wide thing (all DCC software, not just Maya).
tk,and...Who is Diego Tratzi?
Atlantis R he’s the one who helped develop this process.
@@Autodesk_Maya Understand, thank you
i have one problem, i don´t see the color math
me neather, did you solve that? i think is for the maya 2020
Even with the 2 differently sized projections there is still repetition
I can't batch render in Arnold, so this is kind of pointless if you don't have a license. But still a great tutorial!
You can always use Render > Render Sequence instead on the free versions. It'll prevent you from using Maya as you render (unlike a batch render, which works in the background) but at least you'll still get your final image sequence (maybe do it overnight or something).
excellence!
Lets create tsunami