excellent- learned loads of new modo techniques and had no problem with your voice thanks!
@ChrisKeblitis10 жыл бұрын
I just downloaded your water files. Thank you very much for this great tutorial and files.
@starfall0010 жыл бұрын
Very nice tutorial indeed..
@PeterEriksson3D8 жыл бұрын
Thank You for this tutorial. Not every day I have to do water. This was a great help on the way :)
@nedschi10 жыл бұрын
Very smart and realistic. Thanks for the video and the files.
@David_USC10 жыл бұрын
Great, in-depth tutorial - you should be making more tutorials Andre. I'd buy this if it was on sale.
@AndreMcGrail10 жыл бұрын
Cheers, I'm hoping to get better at them, I'm working on putting one together for this video here kzbin.info/www/bejne/rZLClKWGjq6fnMU so keep an eye out.
@David_USC10 жыл бұрын
Andre McGrail Amazing work man - Looking forward to your next tutorial, and thank you for sharing these. Very useful stuff.
@strange_composites10 жыл бұрын
nice, most convincing looking modo animated ocean tutorial around, thanks! as a relative new modo user i had to watch multiple times to understand each step, but it helped me understand better how to approach this and get good results. can you offer a brief explanation about using a morph map to expand the size of the initial plane? i couldn't figure out how to do that without a corresponding expansion in the scale of the noise textures.
@benjamin_parry10 жыл бұрын
Hi Nathan. If the textures are applied as a solid projection type, then the texture is infinite in space and will be sized based on the texture locator transformation properties and not to that of UV map. So if you scale the mesh with the use of a morph map it esentially is just entering more of the infinite space that the texture is in. A moprh can be made under the Vertex Maps/moprh Maps panel. Once the created the morph map apply it to the mesh either via a right click menu of the mesh it self or the morph map. You can then animate the strength of the map applied to the mesh to create the morph change over time. The moprh in this instance, would be just a scale of the plane used for the water.
@AndreMcGrail10 жыл бұрын
Hey Nathan, Ben nailed it, procedurals do go on infinitely, the trick to make them not scale when you scale an item or have a morph map changing the geometry you need to make sure you check the 'World Coordinates' on the Texture Locator, this will ensure that the texture will stay in the exact same place and same scale no matter whats happening to the geometry.
@thefictionanthology77928 жыл бұрын
Great tutorial and amazing results. Thanks!!
@ikonane9 жыл бұрын
Awesome video but I tried to follow you as closely as possible but I didnt get the same result as you. I think there might be a problem on my material. I get the noises and cellular and all that but not the "depth" and not the green gradient. It looks like a sheet of metal. Any thoughts about why? So I think that you should hide all the layers above the one you are talking about then it will be much easier to follow. Thanks a lot! Subscribed!
@AndreMcGrail9 жыл бұрын
ikonane Hey, I'm glad that you enjoyed the video. I unfortunately didn't go into too much deep on how I got the visual side of the water done, it was more to show how to create the displaced geometry. I did some trickery with gradients based on the sun position to fake the transparency/SSS look that your seeing with the green. Feel free to download the actual scene which is attached, and have a good look through the shader tree, hopefully that will help you get rid of your metal look :)
@unrealone17 жыл бұрын
Excellent work.
@mygiguser10 жыл бұрын
Great tutorial! Thanks for sharing!
@esbenoxholm8 жыл бұрын
Amazing job. Thanks for sharing.
@yale3d10 жыл бұрын
Great, thanks!
@FirethoughtNetwork10 жыл бұрын
Wow, Looks like something made in Realflow, looks great... Thanks for sharing :)
@FEU48110 жыл бұрын
Great !!! Continue with tutorials! :)
@GrimReaper-sd1yp8 жыл бұрын
Thank you~ You are a wonderful man~
@sinongmakulet10 жыл бұрын
nice tutorial!
@SupSupa108 жыл бұрын
Please Please tell me how did you create the noise map. In After effects or which ?
@AndreMcGrail8 жыл бұрын
+Trẫm Sup The noise is combination of the build in procedurals in Modo. Modo has a huge amount of resolution independent 3D noise patterns to use for texturing.
@CROMO3D9 жыл бұрын
really great tutorial. I ve downloaded your scene. how i can get rough see?i need higher waves :)
@AndreMcGrail9 жыл бұрын
***** Hey, this setup wont really create good looking rough seas, it needs foam, splashes, etc but if you purely just need higher waves just make your displacement distance higher on the material in the shader tree.
@CROMO3D9 жыл бұрын
Andre McGrail ok thanks Andre :)
@syntaxed210 жыл бұрын
Used VRAY for many many years but when I saw this...bought Modo the next day :P Spent 1 full week of doing comparisons between VRAY 2.4/latest core and Modo 801...in 99% of testing Modo renderer was 1 minute faster...thats a 30% time gain. Also VRAY requires alot of tweaking so counting that we are looking at maybe 2minutes of time gain, because Modo doesnt require nearly as much tweaking to crank out stuff. As for the quality, the difference was marginal...its not a quality issue per say, more so personality of the render engine. 95% of people will never know it isnt VRAY but you have shaved off 2minutes of render setup/time.
@AndreMcGrail10 жыл бұрын
Great to hear you are enjoying Modo, and in the end V-ray for Modo has been announced and is currently in beta.
@VFXLtd8 жыл бұрын
Meanwhile i dont even know how to navigate around the viewport lol
@fustigamatti10 жыл бұрын
excuse me sir, but do you have some problems with your voice, or simply you are depressed?
@AndreMcGrail10 жыл бұрын
Nah I'm just actually really bad at talking aloud, naturally softly spoken, I'm hoping to get better as I do more tutorials, plus being a kiwi I mumble like no tomorrow.
@fustigamatti10 жыл бұрын
Andre McGrail too bad; it seems it happens specially when it comes to useful tutes......