|
![](/i/fill.gif) |
Le 07/10/2013 20:10, Travis nous fit lire :
> Hey guys,
>
> I've used POV-ray off and on over the years but not much recently. I'm trying
> to build a scene as a background for a game and could use a little help.
>
> The idea is to be looking under water from an angle that shows the sky at the
> very top, the water surface changing to underwater and then the sea floor at the
> bottom.
>
> I have this so far:
>
> #include "colors.inc"
> camera {
> location <0, 20, -100>
> sky <0, -1, 0>
> up <0, -1, 0>
> }
> background { color SkyBlue }
>
> plane{<0,100,10>, 0
> texture{
> pigment{rgb <.2,.2,.2>}
> finish {ambient 0.15
> diffuse 0.55
> brilliance 6.0
> phong 0.8
> phong_size 120
> reflection 0.6}
> }// end of texture
> normal{
> bumps 0.75
> scale <20.5,10.5,10.5>
> turbulence 0.01
> }
> }// end of plane
>
> light_source { <100, 120, 40> color rgb <1, 1, 1> }
> fog {
> distance 400
> color rgb<0.5, 0.7, 0.9>
> }
>
> That has a fairly good underwater look, I'll tweak with the distance and color
> of the fog to perfect but how can I get the fog to stay under the water surface
> and how can I get the sea floor down below?
>
try looking at fog entry in the doc:
http://wiki.povray.org/content/Reference:Fog
you might want ground fog ( "fog { fog_type 2 "... )
fog_offset, fog_alt and up might help (with a twist of up being upside
down ? or fog_alt being large enough with a big enough offset to be kind
of constant (sort of) for depth under water (so not pushing to 1.0 at
ground level), doing calculation to have near 0 fog above the surface
(maybe not at sea-level, but at 1m above sea-level).
Short of that, create a hollow container for the water, and use a few
media... (absorption and scattering), but it will slow when compared to
fog. One side of the container is the water-air interface, and the other
side is the ground-water interface.
Post a reply to this message
|
![](/i/fill.gif) |