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I'm using an emitting and absorbing media, you can tweak the colours of the
two effects independently so you can get a much more realistic look. The
absorption affects the colour things fade when close to you, emission
controls the colour things fade in the distance (although it's multiplied by
the absorption colour)
My water's interior is this:
ior 1.33
media {
absorption rgb 1/<.1,1,.7>
emission rgb .1*<.0,.1,.2>
density {
rgb .2
}
}
I've written the absorption as 1/something so it's easier to see what colour
it will appear, though obviously that colour can't have any zeros because it
would get division by zero!
--
Tek
http://evilsuperbrain.com
"Sven Littkowski" <sve### [at] jamaica-focuscom> wrote in message
news:4555c14e@news.povray.org...
>I am working on some underwater scenes. This here is not yet finished, but
>shows the modular structure of that underwater base.
>
> It is a base situated on the seabed, maybe around 100 meters deep. The
> control tower is built already, as well as the so important tunnel system
> which will connect all modules. There are also some storage silos. The
> divers are preparing the installation of a power plant, of some farming
> complexes, and of the personal accomodations.
>
> Each module contains full interior design! It is possible to have animated
> sequences through tunnels and modules.
>
> Problems:
>
> I am still working with FOG as water simulator, but that affects the
> atmosphere inside the structures, as well. I urgently need to replace Fog
> with somethjing better. Anyone having an idea?
>
> Greetings,
>
> Sven
>
>
>
>
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