But better yet to add 'turbulence n' into that normal as well. Using 'wrinkles' or
'dents' or 'bumps' and scaling longer on one axis can be a good simple way too.
Gail Shaw wrote:
>
> To get straight waves try something like this
>
> plane {
> y,0
> texture {
> pigment { // whatever the water color is
> finish { // whatever the water finish is
> normal {
> ripples 0.3
> scale 3
> translate z*500 // this puts the origin for the ripples a long way
> from the
> camera
> }
> }
> }
>
> That's 1 minute hacked together code, but you should get the idea.
>
> Gail
> *******************************************************************
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