Maya Independent Study............................................Week5

Oceans and wakes

Explored the features of the ocean shader and tried to create a rough sea with white caps. Also added an ocean wake and foam to the wake.

Explored the features of particles and how to control the flow of particles using the 'volume axis' field.

Tried to create waves crashing on the shore, but couldn't get it to work.Even with the Rigid body and soft body collision attached to it, it didn't seem to work.


Particle system:
This is an example from the Maya Help file.

Ocean Wake:

Ocean with whitecaps:

Ocean with whitecaps with wake:


 

Ocean shader:

Scale: controls the size in meters

Wind UV: controls the direction the waves will travel simulating wind (input UV) (don't animate UV, as it causes unnatural motion)

Wave speed: controls the speed of the waves

Num Fequencies: Controls the number of interpolated frequencies between Wave Length Min and Wave Length Max. (higher the value-more computation power)

Wave direction speed: defines the variance in wind direction with respect to wind direction.
Zero- waves travel in the same direction.
One - waves travel in random directions.
Inconsistency in wind direction causes natural movement.

Wave length min: min length of waves (meters)
Wave length max: max length of waves (meters)

Wave height: height of the wave at the particular frequency

Wave turbulence: turbulence at the selected frequency

Wave peaking: Controls the amount of crest formation for waves across the range of wave frequencies.
Wave Peaking simulates a side to side sloshing of waves, as opposed to up-down motion.
Wave Turbulence must be non-zero for this attribute to have an effect, as it is only applied to the turbulent waves.

Foam emission: controls the density of the foam generated.

Foam threshold: controls the wave amplitude required to generate the foam and how long it will last.

Bump Blur:Larger values have the effect of making small waves and peaks smoother.

Incandescence: Makes a material appear opalescent, as if it were emitting light itself, such as lava or a phosphorescent moss. A slight touch of incandescence on vegetable matter, for example, can make the vegetation look alive.

Diffuse: Controls how much of the light in the scene is scattered from the object. Most materials absorb some of the light falling on them, and scatter the rest.

Trough shadowing: Darkens the diffuse color in the wave troughs

Specularity: Controls how bright the specular highlights are. It is a multiplier of the specular color.

Eccentricity: Controls how big the specular highlights (hot spots) are.

Environment:The left of the ramp is the top of the sky and the right is the bottom.

Specular glow: Works the same way as Glow Intensity, only it makes specular highlights glow. It is useful for effects like twinkling highlights on water.


Shots during experimentation: