Water Tests

So until our next presentation to the folks from the BBC, Alec met up with us and divided a plan as to who would look into what. Gianni is rigging the bird, Jakub is looking into texturing and I’m experimenting with our water. Here’s some of the inspiration for our low poly ocean:

Pinterest board:

We want a low poly surface and from when we are above the sea level. When under it, we need to:

  1. Create Depth – gets darker at the bottom. A range of colours like in this image would be more visually appealing:7098873d7caddb21d5480a21679ab621.jpg
  2. Add ambience – objects further away become more faded
  3. Use artefacts – maybe some bubbles or speckles that catch the light
  4. Light it – caustics on the fish and bird and rays of light breaking the surface

For our earlier shots of under the water we don’t have any geography showing – just our character – so to make the water seem low poly, without adding any low poly objects,we can make the light rays sharper around the edges:

We can create depth and ambiance by using a fog light. Lens flares can be added in while editing. For our bubbles we want to add animated (deforming) ones to an emitter.



Ryan suggested this tutorial for the light rays:



Unfortunately you can’t use a fog and a volume scattering (light rays) shader in the same scene. To combat this I’m going to use volumetric scattering within a fog box. This are the results from the fog shader tests:

These are my primary attempts using a volume scattering node D:

I added in a particle emitter to create dust. I want to add a ramp to the spotlight but as Arnold isn’t compatible with this it’ll need to be done after in editing (just render the light out in a different render pass and overlay a gradient). Screen Shot 2016-12-10 at 15.03.41.png

Surface Tests

For the caustics: https://support.solidangle.com/display/AFMUG/Gobo