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Hi Tek,
thanks for your suggestion. I tried it, but don't come close to a result as
you see in my image.
Can you modify your suggestion in a way that the result is very close to a
fog?
I am adding the scene file, so you can test.
Thanks,
Sven
"Tek" <tek### [at] evilsuperbraincom> schrieb im Newsbeitrag
news:4555cc09@news.povray.org...
> 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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