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Ocean Wide

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Product Name: Ocean Wide
Product ID: 18493
Published Artist(s): Marshian
Created By: N/A
Release Date: 2014-03-11

Product Information

  • Required Products: None

“Water, water, every where, And all the boards did shrink; Water, water, every where, Nor any drop to drink.”

— THE RIME OF THE ANCIENT MARINER By Samuel Taylor Coleridge

Ocean Wide is a 360 ° environment built for DAZ studio including four huge variable wave ocean props with cameras, two sea foam props, and three skydomes with matching light sets for midday, sunset/rise and night/storm. Each ocean prop represents increasing stages of waves from a calm serene to a chaotic storm.

The material settings change with each prop, gradually getting more dramatic. Because the textures are tiled these props looks great for close-ups at sea level. Because meticulous care was taken blending these tiles they look great for aerial renders as well.

Adjustments can be made to convert the props into a lake, river or indoor pool. See the ReadMe.

Product Notes

Installation Packages

Below is a list of the installation package types provided by this product. The name of each package contains a Package Qualifier, which is used as a key to indicate something about the contents of that package.

  • 1 Core 1)

Not all installation packages provide files that are displayed to the user within the interface of an application. The packages listed below, do. The application(s), and the location(s) within each application, are shown below.

Ocean Wide (Core)

  • You can find new icons for loading this product in the following DAZ Studio Folders:
    • “Environments:Landscapes:Ocean Wide:Props”
    • “Environments:Landscapes:Ocean Wide:SkyDomes wLight”
  • You can find new icons for this product in the following DAZ Studio Categories:
    • “Environments:Landscape”
    • “Environments:Skydome”

Additional Details

  • Alterations from default settings:
    • Partially submerged objects close to the camera:
      • Reduce ocean opacity 60-80% for showing foreground props partially submerged. As you will begin to see it, the bottom half of the skydome is dark blue green to provide a background for the submerged prop.
  • Scaling:
    • Minor scaling in the waves is best achieved by slightly raising or lowering the tiling (Surfaces Tab/ Map tiling U&V). If more radical scaling is wanted use
    • Parameters/Scale on the ocean prop itself:
      • If you’re reducing the size of the ocean prop (such as fitting into a room ) it’s best to lower the tiling, bump and displacement too as the ocean surface will have too much texture and break up the reflective qualities.
      • If you’re enlarging the ocean prop just using Parameters/Scale is fine. There are limits with this option as the image maps will not be able to keep up and you’ll have to raise the tiling.
    • To get more specific size waves scale on the Y, do this from the group node on the rougher oceans so that the foam prop scales with it.
  • Speed up renders:
    • These scenes render pretty fast at default settings but if you wish to speed up renders on the rougher oceans turn Surfaces Tab/Accept Shadows/Off for the ocean foam prop. The oceans are so easy to light, even one distant light looks great! It is best to use a skydome as the ocean surface is set to raytrace reflections.
  • Changing Ocean Color:
    • Slight changes in color can be made through the Diffuse Color but if doing an alien planet scene where you want the water to match say a green sky, it’s best to adjust the Velvet Color. If the ocean prop is being used inside a building, ship or cave change the Velvet to match the main wall color. This will keep the water blue but blend it into the scene better.
  • Adjusting the Ocean Foam prop:
    • The Ocean Foam props are set to UberSurface which is pretty tricky to work with. These props cannot be seen when loaded, the effect comes alive when rendered.
    • The Foam is parented with the Ocean to a group node and will scale with it so you don’t really need to adjust it at all. If you wish to move it independently of the ocean turn opacity up to 80% (or so) so that you can see it, then when it’s positioned turn the opacity back to 0%. Be aware that the Displacement settings of the Ocean will cause the water to rise a bit.
    • More info on UberSurface can be found here: http://www.omnifreaker.com/index.php?title=UberVolume
  • If your camera is inside the UberVolume the ocean foam effect will not render accurately.
  • Ideas for scene set up:
    • For maximum use of the full ocean load the ocean, skydome, parent them and move the edge of the ocean to zero point. This will give you an Ocean Wide view.
    • The Rough Oceans look best with the Night/Storm Skydome.
    • Load the Calm Ocean prop reduce the Y scale and change the diffuse color to green for lake renders.
    • Follow all these steps and stretch the prop on Z or X to create a river.
    • To “fit” objects in contact with the water a good approach is to nestle them inside or behind waves. Splashes for objects in contact with the water are in the works.

Resolved Issues

  • None

Known Issues

  • None

Support

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1)
The contents of this package are in DAZ Studio Native formats