|
|
In article <375FED5B.D6545411@sitc.net>, Tim Soderstrom
<Tig### [at] sitcnet> wrote:
>Thanks for the help, all of ya'll.....I think I will end up trying the
>translated normal maps, because I have no objects that can be seen on the
>water's edge, but I'll keep the HF idea in mind (may need it). I have also
>heard of making an object using a sine-wave stype of thng. I can't remember
>where I saw it, but it made rough, goopy looking, water. (I don't have the
>source, so I don't know how he did it, heh)
This is what I used for the "History" round. Not goopy looking, I don't
think, but otherwise fits your description :*)
//the water's surface
plane {
y,0
texture {
pigment {
color White filter .5
}
normal {
gradient x, 3
sine_wave
turbulence <.4,.1,0>
scale <2,1,2>
}
finish {
reflection .7
specular 0.4
roughness 0.2
}
}
}
//the seabed
plane {
y,-5
texture {
pigment {
color Tan*.25
}
normal {
gradient x, 1
sine_wave
turbulence <.3,.1,0>
}
finish {
ambient .5
}
}
}
Post a reply to this message
|
|