V-Ray | Realistic PROCEDURAL OCEAN Shader
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- Опубликовано: 6 июл 2024
- In this video you will learn how make a procedural ocean with V-Ray. For this we will first build a basic water shader, then setup a displacement workflow for our waves and finally generate some procedural foam effects through finetuning our shader.
I am using 3ds Max and V-Ray 6 in this demo but you can also use older versions of V-Ray as well and it will work exactly the same.
A similar workflow can also be used in other software such as Cinema4d, Maya, Blender and different kind of render engine such as Corona, Octane, Redshift, Arnold, Cycles, CyclesX, Eevee and countless others.
Chapters:
00:00 - Introduction
00:39 - Water Shader
05:24 - Wave Displacement
08:45 - Foam Effects
12:36 - Summary
Be sure to subscribe to the channel in order to be notified about upcoming tutorials :-)
If you want to download all my scene files, watch additional videos or whole courses then please check out my Patreon:
/ jonasnoell Кино
✅Check out Patreon for all my scene files, bonus videos, a whole course on car rendering or just to support this channel 🙂
patreon.com/JonasNoell
Great tutorial! I am wondering, did you give any depth to your water plane? I'm working on a similar project and it seems like if i dont give depth, there is no refraction. If i push the thin walled option there is but its way too much and there is no options... any ideas? thank you.
@@crazyneonate8626 If I remember correctly I didn't have to. The plane was quite big though. But you're correct normally for refractive shaders you would need some sort of volume to get a accurate result.
@@JonasNoell Hi Jonas, you are right, you dont have to, my mistake was that the refraction IOR was a 1.33, which is correct but didnt let enough detail come through, when i pushed it down to 1.15 it was perfect! thanks for your answer
5 mins I was already impressed with the Detail he was giving about the connection of what he’s doing or aiming for and the navigation through the UI and not making clicks or hot key shortcuts without telling us what he’s doing
Something that every single tut video that doesn’t copy it/do the same fails to do, keep it up!
Thanks, appreciate that
Stunning end result and a great workflow. Thank you so much, top of the line!
This tutorial is absolute gold! thanks for uploading Jonas!👌
This is absolutely genius!
I was looking for a tutorial on composite and blend materials for vray,
and I Stumble on this. You are Amazing.
Thank you for all the time and effort you put into your tutorials😁
You are a good person because you answer all the questions ❤
When I saw the ocean in your previous video, I keep trying to figure out how to achieve that kind of foam effect, but it didn't work, until I saw your tutorial today and realized that the VRayDirt node was used. Thank you Jonas!😆😆
Awesome!
Thanks for this tutorial ! it regroup a lot of importants things to make a perfect ocean ! Your explication are very clear !
Wow! My request granted! Thank you so much Jonas!
Thank you Jonas, it looks stunning.
The amount of information in this tut is amazing. Subd for life!
The best tutorial I've ever seen.
It's a really nice tutorial thanks mate ❤️
Thanks Jonas! Really nice tutorial.
Fantastic tutorial, thank you so much!!
Have been looking at tutorials for vray and 3ds max for a long time and so far this is the most professional tutorial channel with absolutely great results! How i wish i found this channel long time ago, would have saved me so much non-sense struggles! Keep it up man, for real
Great to hear! Much success on your journey!
Would love to see you doing a procedural asphalt texture!
These tutorials makes some lives easier 👍
This is stunning…..Thank you so much
Absolutely amazing tutorial. I tried many times but i couldn't get the result like this.
Sir you are genius .
That's amazing, I never made realistic water (even if I tried), this tutorial give us the keys to push our work further. I already know how I want to try this. Thank you ! PS: As someone said, your explications are clear, even if english is not my native language I always understand almost everything and that's why I love this channel !
It's not my native language either 🙂
@@JonasNoell As a native English speaker, you articulate yourself better than my friends. Das ist deutsche Bildung für dich...
On a more serious note, you should give another tutorial on the latest Phoenix 5.0, it executes the ocean and water shader so much better and more reaslistic mainly because it nails down the foam, mist, and particles better. It's quite a leap forward.
Awesome tutorial bro, thanks a lot
Amazing. Thanks for sharing
Thank you for amazing tutorial
Awesome vid, as usual!
great tutorial! thanks
wow that's just awesome . i'm turn the notif on just becuase of this video
Wonderful result, I'm trying to get the same (not sure !) with Corona renderer...🙏 thansk a lot Jonas !
Fantastic ! Thanks !
You are amazing bro ❤
Excellent work!! I would like to see how you created wet surfaces on the rocks. If you can please do a tutorial
Wow that fog value is so sensitive! For years I never used fog value, and forgone the deeper/darker look, and just added a colour in the refraction!
Actually the fog is much better for that as it decreases the refraction amount depending on the thickness of the goemetry. So you should rather use the fog as it is more realistic.
thank you so much!
Its Amazing,
Awesome Video! :)
thank you ❤
thank you, you're genius.
Danke für den smarten Ansatz mit Bordmitteln! Muss nicht gleich Phoenix sein, klasse:-) Sehr inspirierend
thank you man😍
Nice tutorial, you should lower the Fog transluency depth to allow better fine tuning of the color, because it's too sensitive on big surfaces @ 1cm
Yeah probably, would be easier 👍
Hi Jonas, Great video, Thank you very much.
Do you have a trick for making the stones look wet ?
You are a beast!
thanks
I love it! The simplicity of your solutions to seemingly complex problems is always surprising. I use the DirtMap as a mask a lot but never this way...until now! 🥳
The simpler the better :)
I used VRayDistance map for this purpose. I need to try VRayDirt instead.
@@ViperAleks Also works, I found VRayDirt more robust though. The DistanceTexture sometimes causes IPR to crash at least on my setup, while VRayDirt is rockstable...
@@JonasNoell VRayDirt will not work in case if you want to make foam near beach coast line. It will work only if you have rocks coast line.
@@ViperAleks It will if you use Inner Occlusion, but be free to use whatever fits best to your workflow
awesome
I would love to see you animating the foams
Would be interesting to try out, let’s see 😀
Hi Jonas, please make a Vray Camera Lens tutorial, explaining the relationship of 1-Field of View, 2-Film Gate and 3-Focal Length
-in a technical and proper way
This is great, thanks.
But I could manage to implement the foam. To what did you assign the blend material to? IIt is no linked to anything.
I assigned it to the ocean surface of course :-)
💛💛💛
Nice video as always Jonah. I am just curious, when you set fog color from 255 to 254, so really minor change with huge impact. Wouldn't it be better to change Depth (cm) too? Light can get few meter through water so this is maybe the reason why there is so huge change from 255 to 254. It just occurred to me, anyway great video.
Hi, yeah the reason why there is this huge change is because the Depth is set to 1cm (the default value), so even a tiny change will have a huge effect for something as big as a whole ocean. For smaller objects the result will be much less drastic. You could also reduce the fog color to something much lower and then increase the Depth a lot. It doesn't really matter as in the end as It basically just defines how much light is being swollowed over the distance it travels into the medium. In this case 1cm and 254 gave me the result I was looking for so I didn't bother to change it and 1cm is the default value :-)
Great videos as always, what do you think about Chaos Vantage?
please make some Chaos Vantage videos too
I haven't had the chance to try it yet, but will check it out in the future!
The final result seems realistic a lot. But why the greenish tint on diffuse and refraction? If you go to the sea and get a bucket of water is crystal clear like this in bathtub. The greenish tint we see in the real photos is from the bed which is covered with seaweed and other sea plants, so maybe could be more appropriate to create the bed terrain correctly, with plants or even with a greenish texture and leave the water clear. This of course takes more time to implement.
That’s is not correct, just google for “White swimming pool” and you will see that water has a blueish tint once you have enough volume. The reason for that is that the molecules in the water are absorbing the red parts of the spectrum from the sunlight. The reason why a bucket of water appears clear is because you don’t have enough volume for the effect to show.
As for the diffuse as explained in the video it’s there to create the illusion of particles inside and on top of the water that would scatter the light. A physically correct water shader would have the diffuse color set to black. And you would need to create a much more complex solution for the under surface light scattering. If you are up for that then go ahead :-)
Hi Jonas, love your tutorials!!!. I was wandering if you can do a tutorial in V-Ray that recreate a scene of Carlos colorsponge - lights, volumetric and materials. Thank you!
I don't recreate other peoples artworks, but I have a whole course on car rendering available that would teach you everything that you need to know to create similar pictures.
Just look at his behance, Instagram and art station and look at tutorials that cover the aspects you want to learn.
I watched this to replicate in Vray Houdini 😂. Thanks
Perfect, did it work?
This is awesome. Can you use this technique in animations too ?
With animated textures probably, but possibly better to simulate something as I guess in animations you would notice it doesn’t behave always as expected
Perfection, Man! Did you make that Wave Texture map or is it available online somewhere ?
Hi, no it was selfmade, it is available on Patreon together with the scene files.
@@JonasNoell Keep making these awesome tutorials. You're a gem!
Can we have a tutorial for an inside ocean scene showcasing bubbles and light coming from above?@@JonasNoell
This is amazing, do you think it's possible with sketchup+Vray?, I always work with 3dmax, but I'm learning sketchup and haven't tried any kind of realistic water.
Hi, I can't give you a guaranteed answer, as I have never use V-Ray in Sketchup and don't know how it is implemented. But as the techniques are all fairly simple I would assume it should be possible :-)
hello. why you dont increase fresnal IOR reflectance for water. the shader sphere preview reflection is OK?
thanks.
Hello.
We would be happy if you could do this in Corona as well.
Thank you!
It probably works exactly the same, just try to understand the approach and the transfer it to Corona
putting the glossiness to 0.9 simulates a long exposure, i wouldn't say it looks less cg. it's just case to case thing i guess. love the video.
one question: instead of using a very light fog color and only 1cm depth, couldn't you use a stronger/darker color and more cm?
Yeah also possible, the result would be the same
nice work
Where do you download Waves textures?
You can find it on my Patreon
Hi Jonas, nice tutorial :) WHere can i find the texture for the foam? thank you :)
if you wanna use the exact same one like from the video I have it on my Patreon.
It would be interesting to see it with the PhoenixFD Ocean Texture applied for displacement instead of using the noise node.
Agreed, but unfortunately I (and many others) don't own a license of Phoenix so that's why I just used built-in tools.
@@JonasNoell maybe this is old news but you don't actually need a license to use the PhoenixFD Ocean Texture. You can install a trial and the map will be up and active even after it will expire.
Hi, how much is important the unit setup using chaos scatter? I tried to use meters as unit setup, nothing good happens. Only in cm i had the great results. It is exacly, or is posible to use meters too? Thanks very much
Hi Jonas, how about a COMPLEX OCEAN SHORE (with realistic random shape of the seashore)
-anyway, a BIG BIG THANKS to this Ocean Shader tuts! amazing!
I guess in this case you would need to simulate something with PhoenixFD. In this tutorial I just demonstrated how with simple shading tricks you can achieve a similar effect.
Great tutorial. is it applicable for animation purposes?
You could when using animated textures and so on. However for animations I would probably more try to rely on a full simulation for a more believable result.
@@JonasNoell thank u
@@JonasNoell thak u
Thankuuu
Your viewport preview so fast
Thank u for your information
@@Team_rk288 Ah ok, I also edit out the waiting time sometimes so it's not always 100% realtime in the video 🙂
Wow, great one brother.. How to add the wetness on the rocks?
Same approach, either with masking through DistanceTexture or VRayDirt
@@JonasNoell Thanks brother ❤️
Nice! Could you do this in Corona?
Should work in Corona the same way
how did you do the wet rocks?
Same way like the foam, use AO to mask the borders and change the material in those parts
all these years i thought its photoshoped .. man u r genius .. thank u
what HDRI did you use for this, and how'd you set it up?
No HDRI, just Sun&Sky
REQUEST: a tutorial on Suggested Size of HDR image File for Lighting and/or background
(Ander Alencar says, 2k HDR image for lighting is decent enough)
-thanks Jonas
For lighting that's totally fine
Can this technique also be done with Arnold render? Do they have shaders equivanlent to these?
Only one way to find out, I don't use Arnold so I can't tell but there is nothing very advanced going on here.
Does anybody know how easy it is to achieve or port over to Vray Maya?
Should be pretty much the same or what do you think won’t work?
Hi, Can you Make a wet street shader video
Excellent idea, I will add it on my list!
Could you publicly share the link of the black and white wave map that you used in this video?
Scene files are on my Patreon
@@JonasNoell THANK YOU!
Hi, Jonas noell can make a tutorial on rendering relistic human skin shader and displacement map with vray
I have a video about this already on my Channel and Patreon
Is this possible animated waves?
Possible, but if you want some very realistic animations then probably a simulation based approach would be more convincing compared to this purely texture based approach.
Is there any chance to animate this material?
Sure, but if it will look convincing probably depends on you intended use case
How is this free I dont understand, you are amazing my friend
please upload at a higher bitrate and a better codec like VP9, AV1 or x265 ... the text is very blurry in the video
I can check about the codec, but I guess its due to RUclips compression as RUclips recompresses the data.
Hello, although I liked the tutorial, I must admit that it does not work with the settings I use. I understand that you have a patreon so I can buy it, but I'm not asking you for the files, just to explain the scales of the scene a little more. In order to have a noise similar to yours, I must set a value of 700. My scene is set in cm.
i tried many times , the result not even close , why is that? what should i do? can anyone answer me?
I don’t think with that description anyone is able to help 😀
@@JonasNoell I set scale to meter, and in Max 2020 with Vray 5.20.02 installed.i even tried with high segment plane and once with no segment plane.even with high segment box and with no segment box.then I did all of above with changing scale to centimeters.
Then I tried with Max 2022 with Vray 5
Then with Max 2023 Vray 6
Exactly according to video
@@vahidmalekpour6139 I guess some issues with your scene and or lighting setup. The scene files for all my tutorials are on my Patreon so you could check those out and replicate your scene from there.
how did you do that ?
Just watch the tutorial?
@@JonasNoell Some people are... complicated aha, thanks for the tut' ! I don't know why but I can't do the ambient occlusion, no matter what it doesn't work. Do I have to activate the ambient occlusion in settings ? Thanks again ! :)
Nice but this should be a standard in max. 30 years ago
btw your fog color was for 1cm
What exactly should be a standard?
@@JonasNoell max should have had a good water material like phoenix long ago. there should be no plugin renderers either. max' built in should be the best. there should be no forest or railclone either. all autodesk specialize in is lazy extreme overpricing
Can u please give us your pc spec
Why am I getting asked this question over and over again? Why is that so important?
Threadripper 3990x, 64GB, RTX 3060Ti
@@JonasNoell it's probably because when you make changes they load up so quick. And many of us have systems that take a while to load. Seeing what you use will give us an idea of what to get if we're in the market for a better system. 😬
@@minds4game Ok I see, makes sense. But as said sometimes with the magic of editing I also speed up the result 🙂 Anyway I used lots of different systems over the time with much worse hardware and the workflow is always stays the same, it just takes a little bit longer to see the result. But with IPR and denoising the changes between different hardware is also not that dramatic.
BRO IF YOU SWITCH TO BLENDER and do the same tutorials you will become instant millionaire Im telling you.
Haha I will think about it :-D Haven't really tried much of blender!
Bitmap and Procedural does not go in the same sentence.
Depends on how you define procedural. Since everything uses Triplanar Projections and doesn't require any UV maps and is transferrable to any geometry without any additional preparation I call that procedural. But I can also understand when you choose another definition and don't accept any bitmap inputs in any part of the shader whatsoever.
can you upload the TexWaves map if you can .. thz
It’s on Patreon
Muita enrolação! Péssimo!
When I add vray displacement mod and try rendering, it is just stuck in compiling geometry and never renders. I have pretty decent gpu and cpu. Any advice? @JonasNoell
Try to make a smaller ground plane. I guess your ground plane is too big so it tries to generate too much geometry