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Rope
dangling in water |
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2 |
Array
of lights to recreate ambient lighting. |
3 |
Main
directional light. |
4 |
Simplified
mesh of a fish. The whole fish appearence rellies on texturing
and movement. |
5 |
Chain
of bones following a spline, creating the movement of the
fish. |
6 |
The path
spline for the fish. |
7 |
The group
containing the rope geometry and Xpresso expression that calculates
the rope swinging movement. |
8 |
The coordinates
of the actual end of the rope (spline) are calculated, starting
from the position of this null. |
9 |
The rope
is a simple SweepNURBS with a "modeling texture"
applied. The Xpresso expression calculates the swinging movement
from the position of two points on the deformed "water"
mesh (see Xpresso detail). The Stick Texture Tag prevents
the texture from sliding over the rope as it moves. |
10 |
Polygonal
rocks with a procedural "moss" texture applied. |
11 |
The group
containing the "lake" mesh. |
12 |
HyperNURBS
object to smooth the low-poly mesh of the "lake". |
13 |
Box mesh
with only the top subdivided. Contains a Selection tag of
only the top polygons. |
14 |
Wind
deformer that creates the water macro-movement. The water
micro-movement is created with the Water shader in the bump
channel (the material is applied to the HyperNURBS [12]). |
15 |
An instance
of the water mesh (already deformed by the Wind deformer)
and slightly lowered in the Y coordinate. This allows for
the application of the "murkiness" material. |
16 |
Group
containing the geometry of the pear. It uses several primitives
deformed with FFD and with a procedural material applied. |
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|
1 |
The
box polygonal mesh that defines the water. |
2 |
Get
the coordinates of a specific point of the mesh. |
3 |
Get
the coordinates of another specific point of the mesh. |
6 |
Get
the global position of the null that defines the position
of the end of the rope. |
|
7 |
Split
the vector into its three separate components. |
8 |
Adds
the x coordinate of the null with the
calculated value. |
9 |
Joins
the separate components (the original y
and z and the modified x)
into a vector. |
10 |
The
spline that defines the rope. |
11 |
Feeds
the calculated vector into the last point of the spline. |
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|
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Color |
Simple
RGB white. Since this is a "metallic" texture, the
color channel defines the color of the specular spot. |
Reflection |
A
noise shader with metallic green spots. |
Bump |
A
fine noise to simulate scales. |
Specular |
Mode
set to Metal. High specularity. |
|
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Color |
A Fusion
of two noises. One, black and white, for the stone surface.
Other, dark green and medium green, for the moss. A noisy vertical
Falloff shader serves as mask. |
Diffusion |
Set
a bit lower than 100% to darken the stones. |
Specular |
Low
specular. No need to add specularity to things that are already
inside water. |
|
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A
simple Wood shader. |
 |
Color |
A simple
unsaturated RGB yellow. |
Diffusion |
A diagonal
gradient set to Cycle. |
Bump |
A vertically
stretched noise to simulate the fibers. |
Specular |
Low,
wide specular, almost like cloth. |
Displacement |
Another
diagonal gradient set to Cycle. |
|
 |
Color |
A simple
RGB dark brown. |
Reflection |
Some
reflection as moist surfaces are reflective. |
Alpha |
An
adjusted (Brightness&Contrast) Proximal shader set to react
to the proximity of the water object. |
Specular |
Small,
narrow specularity. |
|
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Fog |
Dark
green. Distance set to how deep the water becomes fully opaque. |
|
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Color |
A simple
RGB dark green. |
Transparency |
A simple unsaturated green. Refraction
set to a value high enough to emulate water refraction. Fresnel
should be turned on. |
Reflection |
A simple
unsaturated green. |
Specular |
Strong,
hard specular. |
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