Making a character appear made out of water

TheWheelManTheWheelMan Posts: 1,014
edited December 1969 in The Commons

Has anyone tried this, and if so, did it look convincing? Trying to figure out whether a water shader alone is enough, or will it look more like glass than water?

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Comments

  • TotteTotte Posts: 13,955
    edited December 1969

    Has anyone tried this, and if so, did it look convincing? Trying to figure out whether a water shader alone is enough, or will it look more like glass than water?

    It really is a combination of water shader and camera angle. I've done a few renders with characters being half into water, and lights, camera-angle & water shader has to play together. For me, it was just a lot of trial and errors, mostly errors, until I got it right.

  • KeryaKerya Posts: 10,943
    edited December 1969

    You would need a shader that is creating waves too ... or else it just looks like crystal ...

  • TotteTotte Posts: 13,955
    edited December 1969

    Kerya said:
    You would need a shader that is creating waves too ... or else it just looks like crystal ...

    There are several "water props" with waves in different stores, but a good bump or normal map would do it.

  • TimbalesTimbales Posts: 2,332
    edited December 1969

    Just spitballing, but maybe you could take a pre-existing water prop with shader and parent it to your figure (with smoothing modifiers) and set you original figure opacity to 0?

  • ValandarValandar Posts: 1,417
    edited December 1969

    I think the OP means "Make it look like a character is COMPOSED of water", not is manifesting out of a pool or lake...

  • TimbalesTimbales Posts: 2,332
    edited December 1969

    I did this in Reailty 2.5 using the water surface preset

    water.png
    1159 x 1500 - 3M
  • TheWheelManTheWheelMan Posts: 1,014
    edited December 1969

    Valandar said:
    I think the OP means "Make it look like a character is COMPOSED of water", not is manifesting out of a pool or lake...

    Correct, although I am actually envisioning a character made of water emerging from a lake.

    You know, I forgot that Reality has a water shader preset built in. I may have to experiment with that. I also have some wavy water shaders that I can try.

  • WendyLuvsCatzWendyLuvsCatz Posts: 38,202
    edited April 2014

    it needs to be pulling the lake surface up a bit with it and blending in as one mesh to look really convincing.
    I would be inclined to export an obj posed minus the inner mouth and eyes (hide in scene tab ( and fill in the empty eye polygon in your modeler of choice), slice off the torso and join it to a plane, meshmxer by Autodesk can do the latter and is free if you do not want to fuss with modeling much, then pull up the figures vertices a bit (or pull down the plane) uv map it all with one uv prob spherical.
    Meshmixer also good in that you can pull out spurts and ripples too or paint them on as extruded mesh like sculptris or I believe Zbrush, the term I believe is voxel modeling.
    Like playdough.

    Post edited by WendyLuvsCatz on
  • Testing6790Testing6790 Posts: 1,091
    edited December 1969

    Someone posted a thread a few months back wanting to know how to make dripping "ooze" people and provided a couple pics from some sort of anime. That would be interesting to see. I don't know how you could make a figure "drip" though. That would be quite the accomplishment. Maybe artfully colliding water props against the figure?

  • WendyLuvsCatzWendyLuvsCatz Posts: 38,202
    edited December 1969

    cross post, just added exactly how to do the drips and spurts!

  • TheWheelManTheWheelMan Posts: 1,014
    edited December 1969

    Actually, my thoughts are that many of these things could be accomplished with postwork. The biggest thing is to be able to visualize how it should look.

  • Testing6790Testing6790 Posts: 1,091
    edited December 1969

    cross post, just added exactly how to do the drips and spurts!

    I highly recommend Sculptris alpha if we're going for the "export the OBJ" method. Very easy and intuitive to make organic things like drips and spurts.

  • TimbalesTimbales Posts: 2,332
    edited December 1969

    I played with the parameters for the ripple of the water on the mat zones of Genesis, more rippled at the legs, less so up top.

    water2.png
    1159 x 1500 - 3M
  • cwichuracwichura Posts: 1,042
    edited December 1969

    Reality's water pseudo-material is setting up a glass2 volume with Pope97 data for the absorption of water (when you select the Sea/Pool water option) and a procedural noise displacement map with strength based on the 'Ripple amount' setting. You might have more luck simply selecting glass and creating your own displacement/normal maps, since you'll have exact control over them. Set the IOR to 1.33 to approximate water with a blue tint for the glass colour (or hack the generated scene file to use the Pope97 absorption data).

    While not water, I've done a couple crystalline figure renders with Lux. The principal is the same, just with a higher IOR and clear colour instead of water absorption. See Crystalline Timekeeper 002, for example.

  • JaderailJaderail Posts: 0
    edited April 2014

    Way back in the Past I did this in DS3A with a V4. It is doable much better in DS4.5+ now. I might need to revisit the Idea. This one looks a bit odd to me so I never went farther with the idea. View full size to see the Translucency in effect.

    Water-Girl.jpg
    768 x 1024 - 659K
    Post edited by Jaderail on
  • kyoto kidkyoto kid Posts: 41,036
    edited December 1969

    ...been getting close but can't seem to get rid of the tongue and teeth. Can't delete them as that deletes the entire figure.

  • TimbalesTimbales Posts: 2,332
    edited December 1969

    Kyoto Kid said:
    ...been getting close but can't seem to get rid of the tongue and teeth. Can't delete them as that deletes the entire figure.

    Try setting them to 0 opacity.

  • kyoto kidkyoto kid Posts: 41,036
    edited December 1969

    ...the shaders I was using (Metallised Glass Shaders) overrode that particular parameter so it wasn't available. I tried flagging them to not appear in the final render but that didn't work either.

  • JaderailJaderail Posts: 0
    edited December 1969

    Kyoto Kid said:
    ...the shaders I was using (Metallised Glass Shaders) overrode that particular parameter so it wasn't available. I tried flagging them to not appear in the final render but that didn't work either.
    Check the Parameters for a LINK lock (chain) turn it off and that should unlink them I think.
  • kyoto kidkyoto kid Posts: 41,036
    edited December 1969

    ...thanks, I ll try that. One of the "partial" shaders in this set is "water" which is the one I have been working with.

  • cwichuracwichura Posts: 1,042
    edited December 1969

    Another option: switch to the polygon group editor and toggle the mouth/etc mat zones invisible. This is, unfortunately, not saved so you have to re-do this whenever you reload the figure. (If the figure is TriAx, a workaround is to select the faces in the desired mat zones and then use the 'assign auto-hide faces' (or whatever the exact name is) to a primitive that you have fit to the figure in question and then hide the primitive in the scene list.)

  • zawarkalzawarkal Posts: 1,018
    edited December 1969

    I leave the inner body parts, tongue, mouth, etc at the default daz shader and set the opacity to 0. I think this has always worked for me. Could be instances where not. I do know that some other shader types even with opacity 0 would still render.

  • JabbaJabba Posts: 1,460
    edited December 1969

    I had a similar idea a while back for a water guardian...

    water_guardian_by_jv_andrew-d4myhcp.jpg
    1920 x 1080 - 735K
  • kyoto kidkyoto kid Posts: 41,036
    edited April 2014

    Zawarkal said:
    I leave the inner body parts, tongue, mouth, etc at the default daz shader and set the opacity to 0. I think this has always worked for me. Could be instances where not. I do know that some other shader types even with opacity 0 would still render.

    ...again. the shader I am using overrides the opacity channel by removing it from the surfaces tab. Once I apply the shader, the setting defaults back to 100%.
    Post edited by kyoto kid on
  • JaderailJaderail Posts: 0
    edited April 2014

    Kyoto Kid said:
    Zawarkal said:
    I leave the inner body parts, tongue, mouth, etc at the default daz shader and set the opacity to 0. I think this has always worked for me. Could be instances where not. I do know that some other shader types even with opacity 0 would still render.

    ...again. the shader I am using overrides the opacity channel by removing it from the surfaces tab. Once I apply the shader, the setting defaults back to 100%.Hide ALL except the Inner mouth parts use the Polygon Group Editor to SELECT all the inner mouth parts then do HIDE, turn rest of model back on. Now in Polygon Group Editor do Delete Hidden. Pop no mouth parts, now apply your Shader and save as Scene or scene Subset. You may need to Open the mouth to get at the inner mouth but it is doable this way.
    Capture-001.png
    178 x 179 - 15K
    Post edited by Jaderail on
  • XenomorphineXenomorphine Posts: 2,421
    edited April 2014

    The last promotional image on this shader set appears to give a 'The Abyss'-like effect to make figures fluidic.

    http://www.daz3d.com/pweffect

    Anyone tried it? The same vendor's 'pwGhost' was excellent for creating ghosts with, I found (with a specific automated techniques for hiding teeth, tongue and so forth), along with holograms, X-rays and so forth. If 'pwEffect' is of the same quality, I'd be tempted to purchase it, myself.

    Post edited by Xenomorphine on
  • JaderailJaderail Posts: 0
    edited December 1969

    I have it and I have even Used it. I have so many shaders I forget which do what.

  • XenomorphineXenomorphine Posts: 2,421
    edited April 2014

    Could you post an example with that... Watery-type option? Or whatever it's officially called in the pack. :)

    If it's anything like 'pwGhost', it should be able to get recoloured from turquoise to any colour desired.

    Post edited by Xenomorphine on
  • JaderailJaderail Posts: 0
    edited December 1969

    Opps I wondered off. Sorry give me a few...

  • JaderailJaderail Posts: 0
    edited December 1969

    Here is 4 of the presets that come with it... from right to left is, Crackling Pink, Epileptic Sprit, Gaseous Ghoul and Phantom. And the effects are 100% editable so Water should be easy to set up with time.

    pwEffect.jpg
    1280 x 720 - 186K
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