| Running
Water
Ted Boardman tedb@tbmax.com
http://www.tbmax.com
Were getting into the middle of February and are starting to have
thoughts of spring brought about by a couple of days with temperatures
near 40 degrees Fahrenheit; just before it dropped back into the
mid-teens and the wind kicked back up to around 30 knots. The ocean
temperatures are around 37 degrees F, both at the surface and as
deep as 50 meters http://www.gomoos.org/buoy/buoy_data.shtml ,
offering little warming effect on shore.
One of the best things about this time of year is that the saltwater
smelts are running to spawn in the fresh water of the tidal rivers
and the ice has certainly been thick enough for the fishing shanties.
Smelts are a wide spread species of small silver fish that are
found in large schools all over North America and probably much
of the rest of the world.
I’m not a fisherman, certainly not in the dead of winter,
but neighbors always catch too many and want to make sure they
are eaten while fresh. This results in a fairly steady supply when
the conditions are ideal, as they are now. The cold water makes
the smelts especially firm-fleshed and the salt gives them more
flavor than the freshwater varieties. There’s nothing like
a mess pan-fried or baked in the oven for Sunday breakfast.
Speaking
of flowing streams, it’s too bad we can’t
make flowing water in VIZ…or can we? Someone posed that question
to me a while ago and I was able to walk them through a method
of creating water that could be adapted to almost any type of flowing
liquid or gas just by adjusting the materials.
This
month I’ll show how to create the material and will
describe some modeling techniques that will be helpful in the process.
I’m doing this in VIZ 4 so the files can be opened in any
version of max or VIZ from version 4 and higher as the technique
is valid for either program.
Running Water
You’ll often hear it said that you need 3ds max to create
running water effects with Particle Systems and it can’t
be done in VIZ. Well, true enough that VIZ doesn’t have Particle
Systems, but that’s only one type of running water and the
method I’ll cover in this months column is valid in any version
of both max and VIZ.
The
process is quite simple once you have the speed and scale of
the animated
map for the water worked out. There may be some
formula that could be devised to figure the size of the maps and
the motion necessary to produce the desired results, but I have
found that just doing a few test renders for both the map and the
final water material is the best method. Because the Noise map
used is a Procedural map it has no real-world “size” and
the dimensions of the surface Noise is mapped to and the size of
the water surface the material is applied to a little experimentation
is necessary.
This
won’t be a step-by-step tutorial this month, but I’ll
walk you through the process I used to Model the landscape and
to set up the material for both the landscape and the water and
will encourage you to use my example to create a scene of your
own.
Figure 1 shows a still image from an animation of water running
through a ravine on a sloping landscape.

Figure 1: Running water in a downhill ravine.
The Landscape
The
first thing to look at is the landscape itself. The modeling
is done with
the same method I covered in last month’s column.
A Gradient Ramp map is used in the Displacement slot of one part
of landscape material.
The whole material is a Blend material so that a Falloff mask
can be used to reveal dirt on the sides of the ravine and grass
on the flat surfaces of the landscape. This is the same method
used for the snowy mountain with some adjustments for color and
bump mapping. See Figure 2 for the Gradient Ramp displacement map
on the left, the result of that map in the center, and the structure
of the material in the Navigator on the right.

Figure 2: Gradient Ramp Displacement map settings and the Landscape
material hierarchy in the Navigator.
The color and bump patterns of the landscape material are
simply combinations of Smoke, Noise, and Speckle maps to provide
a variety of shades and textures to enhance the randomness
of natural materials. Be sure to open the viz file and experiment
with the materials to get the look you want in your scenes
and to see the settings in the Displacement mapping that will
help optimize the landscape mesh.
The Water
What this column will focus more
attention on is the water material itself. It’s really
made up of two processes. One mesh and material are used
to generate the
animated maps
that create the illusion of movement for the water in the
ravine.
In the right-hand Top viewport of my Flowing_water_viz4. max
file, I have created a Plane primitive object off to the left
of the landscape. I then applied a material called Water map
that contains a Noise map in the Self-illumination slot. See
Figure 3 for the Noise settings and the resulting map.
Figure 3: Noise map settings for the Self-illumination slot of the
Water map material that is applied to a flat plane.
TIP: you can view a large version of any map by toggling the Show
End Result button in the Material Editor, then double-clicking
on the Sample Window to show an enlarged window.
The Noise map is used in the Self-illumination slot because we
want to generate a black and white animation to use as a map in
the water material and do not want to have to adjust the lighting
in the scene for this object. A black and white map causes the
white areas to be fully self-illuminated and the black areas to
have no self-illumination to render correctly with no variations
caused by the scene lighting.
This new material is applied to the flat plane. In a Top viewport,
zoom in so that an area of the flat plane fills the viewport. Right-clicking
the viewport label and checking the Show Safe Frame option will
ensure that what you see in the viewport is the area that will
be rendered.
Now you can animate the flat plane moving past the viewport by
turning on the Animate button, going to the last frame in the Time
Slider, and moving the plane. This will cause the pattern to move
as you render.
There is some trial and error required to get the
size of the pattern and the movement of the plane to match the
water flow that
you want in your scene. I haven’t devised a reliable set
of rules that states, “if you do X, you will always get Y” as
a result. The overall size of the actual water surface object in
the landscape, the amount of ripple you want, and the apparent
speed of the current are all variables that come into play. I recommend
you test with a short 15 frame example with only the flat plane
and the water surface object visible until you get the speed the
way you want, then render the whole sequence to be more efficient.
In the example file for this column I rendered the full 100 frames
from the left-hand Top viewport (there are two Top viewports).
I chose to the render images as individual PNG files at 24-bit
color with Alpha channel. You could render as an AVI or MOV file
as well, but you will get better results using Alpha channel when
possible, especially for bump maps and masks. PNG files are highly
compressed and load fairly quickly. The name of the rendered file
was water.png and because it is 100 frames the individual files
are actually named water0000.png through water0100.png.
Again, the Water surface material is a Blend material with a mask
to vary the color and shininess for a more random look. Figure
4 shows the Navigator so you can see where the PNG files were used;
as Bump and Mask maps.

Figure 4: The Water surface material is a Blend material that uses
the rendered sequence of images as Bump and Mask maps.
TIP: the animated map is actually an ifl file that shows in the
map slot. This file is automatically generated when you use one
map of a sequentially numbered set of maps and check the Sequence
option in the dialog. The ifl file is simply an ascii text file
that lists all the files in the sequence. Max and VIZ then call
the correct image for each new frame in the final animation.
The transparency of the water is not created by setting the Opacity
lower, but by using a Thin Wall Refraction map in the Refraction
slot. This automatically makes the material fully transparent and
distorts surfaces behind the water surface. I then set the Refraction
Amount in the Maps rollout to around 90 to reduce the transparency
somewhat and allow the colors in the Diffuse slot to show.
Another important factor for water is to set the Specular level
fairly high and to use a Falloff map in the Glossiness slot. This
Falloff map has its Mix Curve adjusted to give hard-edged Specular
highlights on the water surface. See Figure 5 for the Falloff Mix
Curve. The Mix Curve points can be adjusted for different viewing
angles and lighting scenarios.
Figure 5: Falloff map with Mix Curve to cause hard-edged
Specular highlights on the water surface when the Specular level
is set high.
Try a few variations of the materials and lighting in this example
scene then try making your own from scratch.
The modeling of the water surface can also be important to the
end result. As with any models, you want to be as efficient as
possible and still get the amount of detail you need. I recommend
lofting the water surfaces for several reasons; you can adjust
the density of the mesh (face count) easily with Path and Shape
Steps and, more importantly, lofted objects will generate mapping
coordinates that allow the material to follow the curvature of
the loft path. This would be very important for water that flowed
around corners or spilled from a fountain spigot.
TIP: if the water map appears to be flowing in the wrong direction
of the lofted surface you can edit the loft path at sub-object
Vertex level and change the First Vertex to the opposite end of
the path or at Spline sub-object level with the Reverse button.
You can also change the map itself by adjusting the W angle rotation
in the Coordinates rollout.
In this example the water surface is a short Line shape lofted
along a longer Line path that has been moved into position in the
ravine. If, by chance, the lofted surface is not showing when you
loft your own example it may be because the Face Normals are pointing
in the wrong direction. Changing the First Vertex position on the
shape Line will flip the normals or you can apply a Normal modifier
to the loft object.
In this case I used a Noise modifier on the lofted surface to
give it some extra bumpiness than that achieved with the Bump maps
alone.
Enhancing the Contrast
Our perception of both water and glass (very similar properties
for both) are often enhanced by increasing the sharpness and contrast
of the rendered scene. I personally like contrasty images anyway
so it works well for me.
One step you can try for overall sharpness is to change the filter
that is used during rendering. In Figure 6 you can see that I have
changed the filter from the default Area filter to a Catmull-Rom
filter that gives sharper edges of dark and light areas. Another
option would be to try the Mitchel-Netravali filter.
Figure 6: Changing the filter in the Render dialog
from Area to Catmull-Rom can enhance the apparent contrast of water
or glass.
While the filter affects the image when rendered
another option that is seldom used is the Contrast adjustment
on the lights
themselves. In the Modify panel, Advanced Effects rollout, (see
Figure 7) for
a light you can adjust the Contrast setting to create radical
changes in the rendered image. It may be helpful to light the water
with
a light that Excludes all other objects if you don’t want
to increase the overall contrast in the scene.
Figure 7: Each light has a Contrast setting in
the Advanced Effects rollout that can dramatically affect the lighting.
While you’re in the Advanced Effects rollout,
try adjusting the Soften Diffuse Edge setting for scenes that
have curved shaded
surfaces. This setting will harden or soften the edge at the
transition of lit to shaded areas and can be used to adjust the
Specular highlights
of glossy surfaces.
TIP: Use RAM Player to compare two images side by side when making
adjustments to important materials and lighting setups.
Summary
Water is one of the most dynamic and difficult surfaces to render.
This column gives you a possible starting point from which to experiment
in your own scenes. Keep in mind that the position and quality
of the lighting can make or break the appearance of materials like
water and glass so always adjust each as you fine-tune your renderings.
Make sure that you take the time to look closely at water and
glass in the real world in all lighting conditions so you can visualize
what you must to in max and viz to achieve a certain look. You
might even think about how an oil painter might approach the look
and attack the problem from that perspective first.
In any case, good luck and have fun.
Ted
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