Sea Scapes water, understanding odd appearance
sriesch
Posts: 4,241
I'm attempting to do a 3DL render using Sea.duf from Sea Scapes ( https://www.daz3d.com/sea-scapes ) and I'm getting this weird blue-black mottled pattern where a spotlight is shining on it. Any ideas what is causing this and/or how I can make it look like actual distant water? The top half of the screenshot (showing the reflection of something yellow off screen in the distance) has normal-looking waves/ripples on a dark surface, it's just the part that's illuminated by the spotlight that completely deviates from a real water appearance. The entire scene is enclosed by a very dark stone object, so the dark water and lack of sky reflection is as expected.
screenshot, water.png
81 x 320 - 44K
Post edited by sriesch on
Comments
The light looks as if it is shining through the surface material and the 'odd' pattern is the shadow being cast on the ground plane.
Nope. I had already deleted the ground under the water, and here's a render with the surrounding cavern deleted and another with the water plane deleted showing there's nothing left behind it I was overlooking.
I'm just going by the fact the pattern on the underside of the water closely matches the pattern you are talking about. I do notice however that the chequer pattern is showing through the water surface but not showing through the 'shadow' pattern, or is it the shadow pattern reflected on the underside of the water?
My apologizes for sounding terse, I'm sick. Put a sea bottom in, the patern is most likely the check be distorted by wave refraction of the water plane.
It doesn't appear to be the background checkerboard. Here is the same render with both a ground plane just underneath and also the entire surrounding cave surface behind it (effectively acting as a skydome).
It's invisible if I set the light to specular only, so obviously related to specularity. However if I set the surface's specular color to, say, bright red, or dramatically lower it's specularity nothing changes.