The main 'trick' is to move geometry together with the camera but also have displacements and other textures in world space coordinate system. I didn't use any Octane specific features and no plugins other than hot4d (and Octane). I learned most of these things through videos and experimentation so there is a chance what I said isn't 100% accurate but it's a place to start.I posted that video as part of this conversation and, yeah, I made that rig. Pilling on all these effects significantly increases the render time, if you were to re do your render I would omit the transparency and possibly luminance. Adjust the brightness slider of the color or remove it of necessary. That was the main steps I take at first, after that I go back and adjust the colors, blurriness, brightness, etc. Reflection with fresnel- The fresnel makes the water more realistic by making reflections weaker when directly looking at the object. The fresnel changes the luminance in a way that the color changes depending on the angle of the surface. Luminace adds color which isn't effected by light. Luminance with fresnel- A little luminace goes a long way. It's somewhat complicated to explain but here is a tutorial by GSG (He uses it with luminance but it's the same principle) This is also where most of the color comes from. Subsurface scattering on transparency- Subsurface scattering adds realism by making the thicker parts less transparent. I put a red plantonic behind the blob just to show more of the refraction. Transparency and refraction- In this step just focus on refraction. Here is my process when making liquid materials (the final result isn't very close to an ocean color but it's just a matter of tweaking the colors and numbers) :Ĭhoosing color- I like to keep things simple and not stray too far from a stereotypical blue.
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