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Sven Littkowski wrote:
> Hi Tek,
>
> thanks a lot for your code! I tried out, and it is better than my own
> attempts. Hmm, still, I am not entirely satisfied. Tek, let me show you with
> a real photo what I have in mind: The photo shows many small parts in the
> water. I think my scene could need some of those, as well. And the distance
> is kinda unsharp (blurred). That would be fine, too. Finally, I wonder if I
> should use a normal camera for the underwater scene, what do you think?
>
> Thanks,
>
> Sven
>
>
>
>
>
I have also tried for something like that a while back, see attached.
this is the code, you might try playing with it:
interior {
#local S_low = 60;
#local S_high = 100;
media { //pea
scattering {
1,
1
extinction 1.0
}
density {
granite
turbulence 0
scale .03125
color_map {
[0.00 rgb 0]
[0.85 rgb 0]
[0.90 rgb <.004,.006,.002>*1.4]
[1.00 rgb <.004,.006,.002>*1.4]
}
}
samples S_low, S_high
}
media { //large pieces
scattering {
1,
1
extinction 1.0
}
density {
granite
turbulence .1
scale 5.5
color_map {
[0.000 rgb <.025,.025,.022>*3]
[0.030 rgb <.025,.025,.022>*3]
[0.035 rgb 0]
[1.000 rgb 0]
}
}
samples S_low, S_high
}
}
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Attachments:
Download 'scene.jpg' (25 KB)
Preview of image 'scene.jpg'
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