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Home > Teensworld > Tutorials > 3D Max - Simple Water Surface
   

3D Max - Simple Water Surface

Step 2

a) Now, the next thing you need to create is the material. Note that this method of creating water only deals with a water-material, not a mesh. First of all, adjust the Ambient, Diffuse and Specular so that the water obtains the shine and colour you want. For my water, I use Ambient (0,0,0), Diffuse (57,57,57) and Specular (255,255,255). Of course, you can tweak this any way you want, giving you the ability to change the waters main features. A higher value in the Diffuse and Specular will give a whiter water

b) Now, onto the maps. Click on the map-bar at the bottom of the materials editor so that the maps rollup. In our case, we need to look primarily at the Reflection and Bump. Click on the empty box next to the Bump checkbox, and select a new map. Add a noise map here. In this box, you'll need to experiment with the size and tiling, giving you the kind of ripple you want

This is the Noise map window. Adjust the tiling and the size of the bump map. You can here see the values I used for my water.

Again. it's important for you to experiment to get the ripple you're looking for. Remember that the bump map is your waves. Try it out with different values, and remember to turn of any reflection since you can see the ripples fine without the reflection (remember to turn them on when you do the final rendering!). The bump strength should be from 20 to 40. I used 20. Also, during this experimentation, try to pick the camera angle you want.

c) Ok, the next map to add is the reflection map. On the maps rollup, click on the empty box next to the Reflection checkbox. Add a new Reflect/Refract map and then edit the values for it.

The map size should be set between 500 and 1000. The difference isn't all that big, so you may want to keep them low. But the you should try to keep them on at least 500. Also, the strength of the reflection map shouldn't be 100, since the water will look too shiny and clear. 70 is a good value, but again, try to find a value you want.

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