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"marabou" <not### [at] availablenet> wrote
> testing some normals resulted a little dock WIP. but water makes me
> some headache. it looks nice but i want to add some translucently to
> it.
I think the problem is more of the shape (physics) than pigment. It kind of
looks like frozen metal or wrinkled plastic or even clay, ie. not a liquid.
I think a liquid surface is very difficult to get looking realistic without
using the underlying physics, especially so if it interacts with solids at
the boundaries.
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"marabou" <not### [at] availablenet> schreef in bericht
news:40b3bdba@news.povray.org...
>
> testing some normals resulted a little dock WIP. but water makes me
> some headache. it looks nice but i want to add some translucently to
> it. i tried to add a filter value but nothing happened. my construct
> for water plane is:
> plane { texture {pigment rgbf { watercolor } finish {testfinish}
> normal { function {waterfunction} } }
> what shall i do?
> till now i have no idea which wood i should take for the dock.
> i also included a dedication to Felbriggs pen.
> any thoughts welcome.
>
For the water, experiment with interior and fade color. That gives a very
good result. Increase Transparency too then.
For the wood, watch out that you will have to rotate the texture with the
beams. In fact, declare the texture before the rotation command. Also, I
think, scale down the wood texture and increase the normal bump (or
whatever) to give it a more rugged look. It would also be nice to have the
dock grade from dark (wet) to light (dry, bleached) from bottom to top. The
blending macro by Frank 'Sputnik' Rothfuss can help with this (hmm, I see
some difficulty there for the diagonal beams...), but you could also
experiment with slope/altitude.
Good idea about Felbrigg's pen!!
Thomas
Thomas
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