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Ocean Subdivs | meshsubdiv – Used with the Ocean Mesh and Cap Mesh rendering modes. When generating the far areas of the surface, this determines how many vertices will be generated for each pixel of the image. Like with V-Ray subdivisions, the square of the parameter value is used. For example, if you increase the subdivisions twice, the vertices count will grow four times. For more information, see the Ocean Subdiv.Subdivs example below.

UI Text Box
sizemedium
typewarning

Increasing the Ocean Subdivs may dramatically increase the amount of consumed RAM.

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Underwater Goggles | uwglasses – This option is designed to be used when the camera is placed under the water in Ocean Mesh or Cap Mesh mode. When enabled, a few polygons are surface gets automatically added in front of the camera, using the same material that is assigned to the Simulator, and the grid content is kept outside of the resulting mesh. The result is similar to real underwater goggles in that this way mimics the effect of real life underwater goggles. This way the ocean volume receives the Fog color from the material assigned to the Simulator, and the field of view shrinks when the index of refraction of the material is above 1.  For more information, see the Underwater Goggles example below.

Anchor
OceanSubdiv
OceanSubdiv


Example: Ocean Subdivs

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Section
Column
width15%

 

Column
width70%
Before after
afterLabel8 subdivs
beforeLabel2 subdivs
Panel
borderStylenone

Panel
borderStylenone

Column
width15%

 

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Example: Underwater Goggles

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Section
Column
width15%
 
Column
width70%

Notice how the field of view shrinks when the option is enabled, due to using Refraction IOR = 1.33 in the Simulator's VRayMtl.

Before after
afterLabelOn
beforeLabelOff
Panel
borderStylenone

Panel
borderStylenone

Column
width15%

 

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