Hello 2 all
Ok this is my problem...
I have a scene where I have a great white shark which attacks the camera, I created a custom water surface using a nurbs plane 80 x80 x 80 displaced by a 2D ocean shader. It also has a mental ray dielectric shader applied to the material. The reason im using this instead of the standard maya ocean is that my scene is based underwater and I want that Fresnel effect that you get with water and dielectric was best for that.
I have tweaked the ocean displacement shader so it is how i like it, BUT (and hears the problem) I needed my plane to be 400 x 400 x 400 in scale not 80 x 80 x 80. So I tried to scale up the nurbs plane but I found that my ocean displacement which is great at the smaller scale has now completely dissapeared.
So my question is how can I keep my great displacement of my coean surface which is at 80 x 80 x 80 and scale up the nurbs plane to 400 x 400 x x400 while keeping the size of displacement and without losing it ??
If anybody can help with this, that would be great
Thanks
Andy Gee