Juan Carreras
Forum Replies Created
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None of the clips are changed in speed, they are actually image sequences.
Sometimes I’ve resized them up a bit as you suggested but since the artifacts don’t appear in the final output, I don’t bother anymore but I was hoping that there was a proper solution without having to resize. For what I gather, it’s a fairly common bug that has not been fixed. -
Thank you Adam.
It is definitely a very useful plugin.
Regards -
Hi Brian,
I tried tonight since I don’t usually use it. I’ve been playing with the horizon fade, fog and turbidity but I can’t seem to emulate what I want. AlsoOne thing I don’t like in the physical sky is the inherit time and location feature with which I find very difficult to work when I need the light on a certain angle.
I know that it probably defeats the purpose of being scientifically ‘accurate’ but I wish there was a way to manually move the sun like any regular light and still make use of all the other features of the physical sky. -
Thanks again Brian.
I managed to taper the coordinates by applying a taper in ‘within box’ mode behind the ship to the extents of the proximal plane you added. Then I used ‘generate coordinates’ to convert the flat coordinates to UV so now the taper actually deforms the map along with the mesh. Then I added a parent constraint to the taper to be dragged along with the ship. Done.Thanks for all your tips and tests.
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Brian,
I added a response before the previous post (sorry, I replied out of order)
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Hi again Brian,
You are right ! my mistake, it renders how it should …. not sure what I did (I have too many tests and versions …)
I tested it also in rough seas and I gess up to certain wave height within the proximal range it still works. Great !!
One question though that applies to this system and also my new procedural system from the previous message)Right now both methods use a flat projection in plan view for the uv coordinates.
Is there a way to taper the mapping coordinates grid ? It would be nice to have the wake spread at the tail with the distance as in real life. Right now it’s to straight and there is no change in the z direction.
If not how else could I achieve this? -
Hi again,
Actually I might have found a better solution with a layered procedural shader playing with luminance, noise and gradients. See attached. I think it’s simpler and adapts to the sea waves as it’s projected as flat from plan view. However, I would like it to have a tapered shape as it looks too straight and in reality the wake spreads gradually at its tail with the distance.
Is there a way to taper the rectangular grid of the flat projection map coordinates when in texture mode? See attached

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Smart way however, the whole point of putting a separate alpha-only shader on top is the fact that I need to animate its mapping coordinates either with the coords or with the U offset because like I said before, the wake pattern it’s not supposed to move, only the area revealed by the alpha visible area does along with the ship.
Right now your solution does essentially the same than the “layered alphas” option and the wake is solid moving with the ship.
See test renders of your solution (wake1) and an example of what I’m looking for (wake2).
Still no joy. Thanks anyway.
https://reels.creativecow.net/film/wake1
https://reels.creativecow.net/film/wake2 -
Still no joy. Keeps giving me black instead of transparent.
I reposted the file as I noticed a mislabeled textured that couldn’t be found. -
Hi Brian,
I’m quite familiar with Jeremy’s experiments. It’s not quite what I’m after for this particular scene.
Thanks anyway.
