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Creating water in Max like on Titanic

I have been trying to create REAL water (ocean-like) in Max with sprays and relections, just like in Titanic. I know they used Arte to create that water, but is it possible just to create it with Max?
1 Solution
Two ways to do this. First way is loading a script written by Frank Delise called Env.ms. Just click on Utilities, then Run Script, then choose env.ms. It is pretty much a click and create thing, but looks decent. Second way is this:

Start with a new scene. 1st your environment. Add a fog atmosphere effect with a color of R:105, G:138, B:239. The choose Fog Background off.

Create your ocean. Create cylinder with a radius of 1500, a height of 4, cap of 30 and Sides of 40. Name it Ocean.

Ocean Material:Ambient: RGB:0, Diffuse: RG:0, B:15. Shin: 40, Shin Strength:30. Bump:20, map type:Noise. Noise Type:Turbulance, Size:45.

Noise Animation: on the X and y. Frame 0=0, Frame 300=50
on the z: Frame 0=0, Frame 300=150.

Reflection Amount=55, map type=bitmap. Set the map to sky.jpg (which can be found either on your max cd or on the internet.) Set it as Coordinate Mapping: Shrink Wrap Env.

Apply to Ocean object.

Lighting: Create an Omni outside the top of the object, about the 1-2 o'clock position. Color: R=180, G=180, B=180. Multiplier of 5.5. Call it Sun.

Animation of the water:
Create a ripple at about 5 o'clock. Amplitude1=15, Amplitude2=15 Wave Length=125, Decay=0.001, Circles=20, Segments=20, Divisions=15.

Animate the phase. Frame 0=0, Frame 300=5. Bind the warp to your object.

That is about it. If you want more torrid waves, add several more space warps at about 7, 9, and 12 o'clock with various phases. For the spray, it deponds on your object(s) in the scene, but simply use the spray provided with max and add a little motion blur. Timing is essential when trying to use objects (such as a ship) and spray from the impact of the ship hitting the water.

tiredsnAuthor Commented:
I never knew about the environmental creator. Using that with your warp settings gave the effect I was looking for. The settings you gave for the object and textures will help out in the future, but the environmental script was too easy to use to pass it up.
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