
In it's most basic application, the High Tide plugin allows a suface that it is applied to, to become "soft". The amount of softness - which we'll call depth - is user defined and may be defined either by a single number (ie. 10 meters), or by the use of an image map to vary the degree of depth across the surface.
This tutorial will demonstrate it's use by creating a simple scene consisting of a four walled room and placing a single flat plane with the high tide plugin applied. We'll create a volumetric like appearance without the processing time involved in using volumetrics. The other benefit will be that the High Tide surface will an image map applied to it, something not possible with current volumetric objects.
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In Modeler, create a box 20 x 20 meters wide, and 10 meters tall. |
| Now, let's create a flat plane for the High Tide object. Apply a new surface to it calledt "High Tide", and export the object out to layout .. |
Select the High Tide surface and make the primary color white. Then, apply a fractal noise texture with a size of 1,1,1 and make the noise a deep orange.
Goto the advanced options panel for the High Tide surface and apply the High Tide shader. Click on the "options" panel and adjust the settings as shown...
The Amount controls how much of the effect is applied - generally, you always want it at 100%. The Depth represents how deep the effect "can" appear. With no further adjustments (ie, applying an image map), this is an absolute number and the number you put in here simply represents how deep and object can go through the surface before it disappears entirely.
Things that will modify this depth setting are when you apply an image map. The number still represents the depth, but now it's an overall figure because the image map's greyscale values will modify the depth across the surface within the boundaries specifed by the "Depth".
Now, let's apply the cloud texture supplied with this tutorial. Click on the "Depth Map" button and load in the cloudgrey image for this tutorial. Apply the settings as shown...
Doing a quick render, assuming your camera and lights are positioned similar to above, will yield a result similar to this..
Adding the "Cylinder" object from the High Tide tutorial
folder, and turning on raytrace and shadow options will demonstrate
the effect more clearly as the cylinders will merge right into
the High Tide plane object and create a fairly dramatic effect.
Let's take a look at the effects of changing the depth parameter.
Adjusting the "Depth" in the high
Tide surface to 5 shows us much less of what's behind the polygon.
Removing the Depth Map and just using an absolute depth of 5 would
give a very even effect. Note especially the ground area much
more even edge (notice the ground area) to the smoke effect.
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When using High tide in conjuction with raytracing
and/or lights that cast shadows, it's important in certain situations
to turn off shadow casting abilities and occasionally shadow receiving
abilities for any object with High Tide applied as it's primary
surface. In the above example, if shadow castig had been on for
the High Tide object, because the surface is still, in reality,
a solid object, it would have cast a solid shadow, which is not
what you want obviously. Different scenes will require experimentation
to see which features can be left on.