IRAY Rain [Commercial]

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Comments

  • KindredArtsKindredArts Posts: 1,239
    SimonJM said:

    Positioning all those splashes might be frustrating over an irregular surface, but it's an immersive must-have for a product like this. Impressive, as usual!

    Is there a way to recolour the rain (to give the impression of blood, milk, oil, acid and other liquids) or could the liquid simply be given a relevant Iray shader for that? Or have it hitting at a diagonal angle, to give the impression of wind?

    Depending on the nature of the product a 'gentle' use of X (or Z or Y) Rotation might suffice?

    It's very tricky - i've supplied essentially a cluster of splashes meant for flat surfaces, as oppossed to single splashes you'd have to painstakingly dot around all over the place. This means flat surfaces are a piece of cake, but a bumpy terrain would be a huge headache. Remember though, this is only an issue for the splashes, and if you're not shooting from a low angle, you probably wont notice.

    The only realistic method i can think of for noisy surfaces is perhaps geoshell effects? Splashes might be a tall order, but perhaps you could have water dispersal effects with a geoshell.

  • SimonJMSimonJM Posts: 5,982
    SimonJM said:

    Positioning all those splashes might be frustrating over an irregular surface, but it's an immersive must-have for a product like this. Impressive, as usual!

    Is there a way to recolour the rain (to give the impression of blood, milk, oil, acid and other liquids) or could the liquid simply be given a relevant Iray shader for that? Or have it hitting at a diagonal angle, to give the impression of wind?

    Depending on the nature of the product a 'gentle' use of X (or Z or Y) Rotation might suffice?

    It's very tricky - i've supplied essentially a cluster of splashes meant for flat surfaces, as oppossed to single splashes you'd have to painstakingly dot around all over the place. This means flat surfaces are a piece of cake, but a bumpy terrain would be a huge headache. Remember though, this is only an issue for the splashes, and if you're not shooting from a low angle, you probably wont notice.

    The only realistic method i can think of for noisy surfaces is perhaps geoshell effects? Splashes might be a tall order, but perhaps you could have water dispersal effects with a geoshell.

    Oh, I was more thinking of the actual rain itself than the splashes!

  • KindredArtsKindredArts Posts: 1,239
    SimonJM said:
    SimonJM said:

    Positioning all those splashes might be frustrating over an irregular surface, but it's an immersive must-have for a product like this. Impressive, as usual!

    Is there a way to recolour the rain (to give the impression of blood, milk, oil, acid and other liquids) or could the liquid simply be given a relevant Iray shader for that? Or have it hitting at a diagonal angle, to give the impression of wind?

    Depending on the nature of the product a 'gentle' use of X (or Z or Y) Rotation might suffice?

    It's very tricky - i've supplied essentially a cluster of splashes meant for flat surfaces, as oppossed to single splashes you'd have to painstakingly dot around all over the place. This means flat surfaces are a piece of cake, but a bumpy terrain would be a huge headache. Remember though, this is only an issue for the splashes, and if you're not shooting from a low angle, you probably wont notice.

    The only realistic method i can think of for noisy surfaces is perhaps geoshell effects? Splashes might be a tall order, but perhaps you could have water dispersal effects with a geoshell.

    Oh, I was more thinking of the actual rain itself than the splashes!

    Oh sorry Simon, i thought you were talking about splash effects on curved surfaces. I've found the rain to be pretty robust, since i haven't had to tinker with scale or rotation to get the results i wanted. I have however had to change the tiling and strength depending on the lighting and environment etc. But there are presets for that.

  • SimonJM said:

    Positioning all those splashes might be frustrating over an irregular surface, but it's an immersive must-have for a product like this. Impressive, as usual!

    Is there a way to recolour the rain (to give the impression of blood, milk, oil, acid and other liquids) or could the liquid simply be given a relevant Iray shader for that? Or have it hitting at a diagonal angle, to give the impression of wind?

    Depending on the nature of the product a 'gentle' use of X (or Z or Y) Rotation might suffice?

    It's very tricky - i've supplied essentially a cluster of splashes meant for flat surfaces, as oppossed to single splashes you'd have to painstakingly dot around all over the place. This means flat surfaces are a piece of cake, but a bumpy terrain would be a huge headache. Remember though, this is only an issue for the splashes, and if you're not shooting from a low angle, you probably wont notice.

    The only realistic method i can think of for noisy surfaces is perhaps geoshell effects? Splashes might be a tall order, but perhaps you could have water dispersal effects with a geoshell.

    Ultra Scatter could be used to distribute individual splash elements.

  • SimonJMSimonJM Posts: 5,982
    SimonJM said:

    Positioning all those splashes might be frustrating over an irregular surface, but it's an immersive must-have for a product like this. Impressive, as usual!

    Is there a way to recolour the rain (to give the impression of blood, milk, oil, acid and other liquids) or could the liquid simply be given a relevant Iray shader for that? Or have it hitting at a diagonal angle, to give the impression of wind?

    Depending on the nature of the product a 'gentle' use of X (or Z or Y) Rotation might suffice?

    It's very tricky - i've supplied essentially a cluster of splashes meant for flat surfaces, as oppossed to single splashes you'd have to painstakingly dot around all over the place. This means flat surfaces are a piece of cake, but a bumpy terrain would be a huge headache. Remember though, this is only an issue for the splashes, and if you're not shooting from a low angle, you probably wont notice.

    The only realistic method i can think of for noisy surfaces is perhaps geoshell effects? Splashes might be a tall order, but perhaps you could have water dispersal effects with a geoshell.

    Ultra Scatter could be used to distribute individual splash elements.

    I was vaguely thinking that, though the actual product name (despite owning it) eluded me!

  • Second the motion for individual splash elements (but only because I have UltraScatter...)!

  • KindredArtsKindredArts Posts: 1,239

    I have never used ultrascatter myself, so i didn't really factor that into my set (since everything is already scattered). I can't really make adjustments at the moment since it's with daz, but it would be pretty easy to leave a single droplet on the board and update the pack with it later.

  • UthgardUthgard Posts: 863
    edited November 2016

    That would be extremely useful. I really need to experiment more with ultrascatter, but one of my first attempts involved a bathtub and a bubble prop from Maclean's Everyday party decorations and, while I (obviously) didn't get anywhere real foam, the result was pleasant enough that I'd been wondering about something like the condensation droplets in the image you linked. It would be very nice to get a pack of droplets and splashes ready to be scattered over surfaces to provide effects like condensation or after rain effects... *hint, hint* *nudge, nudge*

    Post edited by Uthgard on
  • KindredArtsKindredArts Posts: 1,239
    Uthgard said:

    That would be extremely useful. I really need to experiment more with ultrascatter, but one of my first attempts involved a bathtub and a bubble prop from Maclean's Everyday party decorations and, while I (obviously) didn't get anywhere real foam, the result was pleasant enough that I'd been wondering about something like the condensation droplets in the image you linked. It would be very nice to get a pack of droplets and splashes ready to be scattered over surfaces to provide effects like condensation or after rain effects... *hint, hint* *nudge, nudge*

    I'm a bit confused, is it a foam effect you're trying to create, like sea foam or soapy bubbles, or something else? If it's foamy water you're after, you could be well served using shader trickery. I've posted a quick render below using just one refraction map - This is just a quick demonstration, you could add a little bit of bump or even displacement to enhance the effect. Is this what you meant, or something else?

    Bucket.png
    1000 x 1000 - 1M
  • UthgardUthgard Posts: 863

    The bubbles bit was an example of something I had tried with ultrascatter just to see how it behaved. Thanks for the refraction tip, nonetheless, as the results look quite nice, even if volumetric foam still looks out of my reach (Sickleyield's foam shader in her wakes and splashes product comes the closest, but real suds have quite a diverse range of bubble sizes that are, I believe, impossible to replicate without a combination of modeling and shader trickery)... End of foam rant, sorry.

    What I was actually getting at, is that a pack with a range of differently sized and individual droplets and splashes would work with ultrascatter to give us the capability of creating wet car hoods, rain on uneven grounds, condensation on windows and a long etcetera of very appealing tings. Just a kind of "if you do this, I will buy it so fast it will leave scorch marks on the web page, thus crashing the Daz servers and making it impossible for me to download it."

  • KindredArtsKindredArts Posts: 1,239
    Uthgard said:

    The bubbles bit was an example of something I had tried with ultrascatter just to see how it behaved. Thanks for the refraction tip, nonetheless, as the results look quite nice, even if volumetric foam still looks out of my reach (Sickleyield's foam shader in her wakes and splashes product comes the closest, but real suds have quite a diverse range of bubble sizes that are, I believe, impossible to replicate without a combination of modeling and shader trickery)... End of foam rant, sorry.

    What I was actually getting at, is that a pack with a range of differently sized and individual droplets and splashes would work with ultrascatter to give us the capability of creating wet car hoods, rain on uneven grounds, condensation on windows and a long etcetera of very appealing tings. Just a kind of "if you do this, I will buy it so fast it will leave scorch marks on the web page, thus crashing the Daz servers and making it impossible for me to download it."

    Oh ok, gotcha! I'm not really familiar with ultrascatter, but people keep bringing it up so it must be a worthy purchase. I'll have to get to grips with it myself before basing a set on its use, but from what i gather it uses slope fall off for Y axis distribution, but again it's just a guess. If it works the way i hope it does, it would definitely be better than manually placing them externally. 

  • LlynaraLlynara Posts: 4,770

    Fantastic work! Definitely a must buy!

  • KindredArtsKindredArts Posts: 1,239
    Llynara said:

    Fantastic work! Definitely a must buy!

    Àwesome, thank you!

  • scorpioscorpio Posts: 8,419

    Sorry I only glanced through the thread, this looks very useful I usually stick to doing rain in post but would love to do it in render, the only thing that is bothering me is how the rain is coming straight down, I'm not sure I've ever seen rain come down that straight its usually at an angle, will this be possible?

  • KindredArtsKindredArts Posts: 1,239
    scorpio said:

    Sorry I only glanced through the thread, this looks very useful I usually stick to doing rain in post but would love to do it in render, the only thing that is bothering me is how the rain is coming straight down, I'm not sure I've ever seen rain come down that straight its usually at an angle, will this be possible?

    It's based on british rain... the laziest of rain. Seriously though, i understand the concern and i have been working on a counter-measure. The reason it's not currently possible to have the rain at an angle, is because it's a grid based network, similar to the one used in the UE3 Samaritan demo. This means that texture deviation on one axis would be a polar opposite on the other axis, leading to odd results.

    Again, i'm trying to work around this in a similar up-coming pack. It's tricky because i don't want the end-user to have to fiddle around too much to get the right effect, and at the moment, it's a lot of fiddling! If the current style isn't your speed, i completely understand - but watch this space, i'll get there eventually smiley

  • NathNath Posts: 2,808
    scorpio said:

    Sorry I only glanced through the thread, this looks very useful I usually stick to doing rain in post but would love to do it in render, the only thing that is bothering me is how the rain is coming straight down, I'm not sure I've ever seen rain come down that straight its usually at an angle, will this be possible?

    It's based on british rain... the laziest of rain. Seriously though, i understand the concern and i have been working on a counter-measure. The reason it's not currently possible to have the rain at an angle, is because it's a grid based network, similar to the one used in the UE3 Samaritan demo. This means that texture deviation on one axis would be a polar opposite on the other axis, leading to odd results.

    Again, i'm trying to work around this in a similar up-coming pack. It's tricky because i don't want the end-user to have to fiddle around too much to get the right effect, and at the moment, it's a lot of fiddling! If the current style isn't your speed, i completely understand - but watch this space, i'll get there eventually smiley

    It's perfectly fine for Dutch rain too (except when there's a storm as well) smiley

  • AllenArtAllenArt Posts: 7,169

    Mind blown.

    Laurie

  • KindredArtsKindredArts Posts: 1,239
    Nath said:
    scorpio said:

    Sorry I only glanced through the thread, this looks very useful I usually stick to doing rain in post but would love to do it in render, the only thing that is bothering me is how the rain is coming straight down, I'm not sure I've ever seen rain come down that straight its usually at an angle, will this be possible?

    It's based on british rain... the laziest of rain. Seriously though, i understand the concern and i have been working on a counter-measure. The reason it's not currently possible to have the rain at an angle, is because it's a grid based network, similar to the one used in the UE3 Samaritan demo. This means that texture deviation on one axis would be a polar opposite on the other axis, leading to odd results.

    Again, i'm trying to work around this in a similar up-coming pack. It's tricky because i don't want the end-user to have to fiddle around too much to get the right effect, and at the moment, it's a lot of fiddling! If the current style isn't your speed, i completely understand - but watch this space, i'll get there eventually smiley

    It's perfectly fine for Dutch rain too (except when there's a storm as well) smiley

    Well hey, that makes sense, you're not too far from me smiley

     

    AllenArt said:

    Mind blown.

    Laurie

    You're too kind Laurie, thank you!

  • scorpioscorpio Posts: 8,419
    edited November 2016
    scorpio said:

    Sorry I only glanced through the thread, this looks very useful I usually stick to doing rain in post but would love to do it in render, the only thing that is bothering me is how the rain is coming straight down, I'm not sure I've ever seen rain come down that straight its usually at an angle, will this be possible?

    It's based on british rain... the laziest of rain. Seriously though, i understand the concern and i have been working on a counter-measure. The reason it's not currently possible to have the rain at an angle, is because it's a grid based network, similar to the one used in the UE3 Samaritan demo. This means that texture deviation on one axis would be a polar opposite on the other axis, leading to odd results.

    Again, i'm trying to work around this in a similar up-coming pack. It's tricky because i don't want the end-user to have to fiddle around too much to get the right effect, and at the moment, it's a lot of fiddling! If the current style isn't your speed, i completely understand - but watch this space, i'll get there eventually smiley

    LOL I'm in the UK and all we get around here is slanted wind driven rain well at least thats all I ever seem to get stuck in, maybe its because Norfolk is flat. I'm sure you will sort it out soon and I'll look forward to buying it when you do. Evenso this still looks very interesting.

     

    Post edited by scorpio on
  • ChoholeChohole Posts: 33,604
    edited November 2016
    scorpio said:
    scorpio said:

    Sorry I only glanced through the thread, this looks very useful I usually stick to doing rain in post but would love to do it in render, the only thing that is bothering me is how the rain is coming straight down, I'm not sure I've ever seen rain come down that straight its usually at an angle, will this be possible?

    It's based on british rain... the laziest of rain. Seriously though, i understand the concern and i have been working on a counter-measure. The reason it's not currently possible to have the rain at an angle, is because it's a grid based network, similar to the one used in the UE3 Samaritan demo. This means that texture deviation on one axis would be a polar opposite on the other axis, leading to odd results.

    Again, i'm trying to work around this in a similar up-coming pack. It's tricky because i don't want the end-user to have to fiddle around too much to get the right effect, and at the moment, it's a lot of fiddling! If the current style isn't your speed, i completely understand - but watch this space, i'll get there eventually smiley

    LOL I'm in the UK and all we get around here is slanted wind driven rain well at least thats all I ever seem to get stuck in, maybe its because Norfolk is flat. I'm sure you will sort it out soon and I'll look forward to buying it when you do. Evenso this still looks very interesting.

     

    Amazing the different sorts of rain we get here in the UK, depending which part..  We quite often get straight down rain, but then it is so heavy it's like somone pulled the flush chain on a giant cistern up in the sky, but mostly we do get wind driven rain up here in the Welsh Valleys.  Very wind driven sometimes.  Quite fun sometimes as it can be raining outside the front but for a couple of minutes will still be dry in the back garden, 

    Post edited by Chohole on
  • When is this going to be available? Also kindly make other weathers :) like snow, fog, dust, etc :)

  • KindredArtsKindredArts Posts: 1,239

    When is this going to be available? Also kindly make other weathers :) like snow, fog, dust, etc :)

    It's in the later stages of QA, so my best guess would probably be a week or so, but that is up to daz. I do have other weather systems in the works, and you'll see them pop up on the boards soon! smiley

  • SigurdSigurd Posts: 1,086

    Am waiting with abated breath.

  • Sfariah DSfariah D Posts: 26,292
    Sigurd said:

    Am waiting with abated breath.

    You are short of breath?  Abated has the idea of lessen or reduce.  Is it baited breath or bated breath?

     

    On other news, did someone say something about weather for iRay?

     

    Will this work with 3delight (line renderer)

  • KindredArtsKindredArts Posts: 1,239
    Sigurd said:

    Am waiting with abated breath.

    For which i am very grateful, i really hope you enjoy it. smiley

    Sigurd said:

    Am waiting with abated breath.

    You are short of breath?  Abated has the idea of lessen or reduce.  Is it baited breath or bated breath?

     

    On other news, did someone say something about weather for iRay?

     

    Will this work with 3delight (line renderer)

    I do have different weather effects coming for Iray, but i really can't say much about it until it's approved. 3DL is not supported natively at the moment, since my 3dl shading skills are rather rusty. This kind of effect needs a fair amount of shader trickery. So a 3dl port, whilst it may be a bit of a wait, is definitely on the agenda.

     I don't have linerender, but i imagine you could use it with just the supplied transparency maps. I really wish i could help more, but i'm really not familiar with the plugin, and i don't want to circulate bad information. If you do end up picking it up for Iray however, some linerender results would be neat to see.

  • SigurdSigurd Posts: 1,086

    The original term was 'abated breath' which is an archaic term for holding my breath, meaning, in this case, so excited that I am forgetting to breathe. The first syllable is often unstressed resulting in it sounding like 'bated breath.

    Suffice it to say, I am really looking forward to this.

    P.S. I spent way too much time reading growing up so I am often told that I have an odd vocabulary.

  • Your product is so cool!

  • KindredArtsKindredArts Posts: 1,239

    Your product is so cool!

    Thank you!

  • SickleYieldSickleYield Posts: 7,639
    edited November 2016

    Congratulations!!  It's a fantastic set, and I'm glad people like it!

    I'm crazy for anything to do with water and water effects, so today I did a render with this for deviantart and here.  The rain piece adds very little render time, especially compared to the transmissive geometry of the pool from Platea and my ripple prop.

    SYRainTest.jpg
    2000 x 1333 - 3M
    Post edited by SickleYield on
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