Blocking Water in Submarine

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Blocking Water in Submarine

Postby wodan944 » Wed Nov 16, 2011 11:09 am

Hi, Maybe someone can help me.
I've created a large sea with the Large Water component and it looks all nice, but the next thing I wanted to build is a Submarine.
I wanted this Submarine laying half in the water and when somebody is on board it will dive and take off into a Journey.
Here is my question, is there a way to block out the water projection in the Sub, because it looks silly when the Sub is half full of water.
Maybe there is a component for it or maybe it is not possible to create such scene?

Wodan
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Re: Blocking Water in Submarine

Postby dendwaler » Wed Nov 16, 2011 12:07 pm

What you are telling/asking is complete acacadabra for me.
is your question referring to building in 3dmax or in Blender?
What is a "large water component?"
Never heard of this, so i assume you use 3dMax, because i do not know 3Dmax.
Your submarinehas to be a "subworld" because an avatar can ride in it.
As far as i know a subworld is not affected by wavesets, because the waveset is outside of this subworld.
A waveset is only a simulation of water , you can only see the waveset plane from above the plane.
The plane itself has no thickness, when diving you are not at the same "world"level as this plane is, so you do not see it.

Please put your question more clearly, when you want a good answer.
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Re: Blocking Water in Submarine

Postby wodan944 » Wed Nov 16, 2011 12:29 pm

Sorry for the misunderstanding but this is the 3dsmaxplugin section!!
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Re: Blocking Water in Submarine

Postby Sirius » Wed Nov 16, 2011 1:08 pm

Dendwaler, I think he means he doesn't want the water to be seen inside the submarine while it is diving.

AFAIK it is totally possible, I think creating a VisRegion parented to the submarine is the best way. As you're using 3Dsmax, it is implemented (don't ask me where).
Set up correctly, this will tell Uru not to render anything which isn't linked to the region for the avatar in it (very powerful to make Uru run more smoothly). However, this means you can't have a porthole as every "outside" object (which can be your water plane or more) will be invisible from your submarine.

[EDIT: corrected wrong translation for "porthole". That's why I should often use a dictionary rather than Google Trad. Thank you Chacal]
Last edited by Sirius on Thu Nov 17, 2011 11:14 am, edited 1 time in total.
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Re: Blocking Water in Submarine

Postby Chacal » Wed Nov 16, 2011 2:55 pm

hublo = porthole
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Re: Blocking Water in Submarine

Postby Tsar Hoikas » Wed Nov 16, 2011 3:33 pm

dendwaler wrote:What you are telling/asking is complete acacadabra for me.
is your question referring to building in 3dmax or in Blender?
What is a "large water component?"
Never heard of this, so i assume you use 3dMax, because i do not know 3Dmax.
Your submarinehas to be a "subworld" because an avatar can ride in it.
As far as i know a subworld is not affected by wavesets, because the waveset is outside of this subworld.
A waveset is only a simulation of water , you can only see the waveset plane from above the plane.
The plane itself has no thickness, when diving you are not at the same "world"level as this plane is, so you do not see it.

Please put your question more clearly, when you want a good answer.


What you are saying is complete acacadabra for me.
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Re: Blocking Water in Submarine

Postby tachzusamm » Wed Nov 16, 2011 4:29 pm

dendwaler wrote:Your submarinehas to be a "subworld" because an avatar can ride in it.

Correct.

dendwaler wrote:As far as i know a subworld is not affected by wavesets, because the waveset is outside of this subworld.

Unfortunately, this isn't true. Subworlds only affect the physics, not the visuals.

dendwaler wrote:A waveset is only a simulation of water , you can only see the waveset plane from above the plane.
The plane itself has no thickness, when diving you are not at the same "world"level as this plane is, so you do not see it.

Sorry to say that, but this is wrong as well. Wavesets can be seen from both sides; I already did some "diving" in URU, and you can see the waveset from the sea ground.


Sirius wrote:Dendwaler, I think he means he doesn't want the water to be seen inside the submarine while it is diving.

Yes.


Sirius wrote:However, this means you can't have a hublo as every "outside" object (which can be your water plane or more) will be invisible from your submarine.

I think this should be possible. Just put either duplicate objects into another visregion which applies to the submarine only (a visregion below the water line, that is), or put those objects (like fish) only in that region, or make the first visregion so small (flat) that is does encompass only the waveset plane plus the height of the submarine - which would exclude the waveset plane only in the small area of depth used for the first meters diving. Maybe the regions should be inverted.


Interesting project, by the way. :)
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Re: Blocking Water in Submarine

Postby Charura » Wed Nov 16, 2011 10:01 pm

Like the submersible in Riven? Does the avvie have to 'wear' the sub as Zandi 'wears' the book in MOUL(a)? Or did I miss this question totally?
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Re: Blocking Water in Submarine

Postby andylegate » Thu Nov 17, 2011 4:32 am

You all are on the right track: Vis Regions. You can control what objects get rendered while in the region, it does not have to be all or nothing. Here's a tutorial on it:

Soft Regions In Max

or

Vis Regions In Max mirror
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Re: Blocking Water in Submarine

Postby wodan944 » Thu Nov 17, 2011 5:25 am

Thank you all for the Tips and answers.
I will give it a try with the VisRegion, it all make sense, when this works with my Submarine I will let you all know if it's working.
Again, thank you all for the help.
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