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here's what youre looking at.
after flying over, I think I want to turn up the reflection just a bit more.
#declare Waves =
plane {
y, 0
pigment { color rgb c_water }
finish {
reflection 0.15
ambient .3
diffuse .1
}
normal {
waves 0.1
rotate y*45
frequency 500
scale 510
phase clock*-.5
}
}
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> flying over water will take much adjustment to the water.
> didnt look right
>
That water looks to reflective, don't seems to vary according to the
incident angle and lack transparency. Did you use a variation of some
chrome texture ?
You should add an interior :
interior{ior 1.34 fade_color<0.2, 0.35, 0.9> fade_power 1001
fade_distance ValueDependOnScale} // 1.34 is for sea water
// fade_color for the sea water colour.
Then, use fresnel reflection AND conserve_energy in your finish.
Also, using pigment{rgbt 1} greatly help. Don't forget to add an under
plane to represent the sea floor.
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> color of water. pigment { rgb <1,1,1> - c_H2O_abs }
> c_H2O_abs = rgb <0.272, 0.046, 0.010>;
>
This is part of your problem with water.
You should use rgbt 1 as your pigment.
Next, use 1-c_H2O_abs as your fade_color.
Use fade_power 1001.
Adjust fade_distance for the scale of your scene.
Don't forget to add an ior. Sea water's IOR is close to 1.34.
Don't forget to use fresnel reflection and conserve_energy.
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thank you for the input, I was going for a quick sheet of waves the right color.
ior media was done with the Lego pool, and for 10 pixels, even in a short row of
shadows on the bottom of the pool under the boats, took 6 hours
looks like the color of ocean to me. this is 15 seconds on good render time,
sometimes 2 minutes not hours. media animations would need Google's computers.
I was not trying to see the fish, it needed to be fast and look like ocean, I
called success.
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Alain Martel <kua### [at] videotronca> wrote:
> > flying over water will take much adjustment to the water.
> > didnt look right
that's was before the adjustment, it was way too reflective and wrong color.
wrong waves factor and wrong scale.
>
> That water looks to reflective,
totally surreal, actually had its pluses.
> don't seems to vary according to the
> incident angle and lack transparency. Did you use a variation of some
> chrome texture ?
>
> You should add an interior :
> interior{ior 1.34 fade_color<0.2, 0.35, 0.9> fade_power 1001
> fade_distance ValueDependOnScale} // 1.34 is for sea water
> // fade_color for the sea water colour.
>
> Then, use fresnel reflection AND conserve_energy in your finish.
>
> Also, using pigment{rgbt 1} greatly help. Don't forget to add an under
> plane to represent the sea floor.
I'd still be working on frame 2 of the fly over.
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perfectly mottled reflection off Kauai.
water color, and blue sky reflection.
and fast.
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Attachments:
Download 'kauai211.png' (293 KB)
Preview of image 'kauai211.png'
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I think Amazon space, they got more than we do. still 10 meg max.
https://pasteboard.co/IL9bqBS.gif
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I think it was Trevor Quayle?? spelling?
showed me sea water.
#declare ior_NaCl_H2O = 1.34; //35g/l
#declare seawater = material {
texture
{ pigment { rgbf 1 }
finish
{ reflection { 0 0.5 fresnel } conserve_energy
specular 1 roughness 0.01
}
#if (1) normal { n_Sea } #end
}
interior
{ #if (1) ior ior_NaCl_H2O #end
media
{ absorption c_H2O_abs
#if (1) scattering { 3, c_Sea } #end
method 3
intervals 1
samples 3, 3
aa_level 2
}
}
}
and pool water is there also, its in scenes thread
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example did not include fade power.
added your comment for further testing,
thank you Alain!
fade_color<0.2, 0.35, 0.9> fade_power 1001
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watching the waves roll in,
..... anywhere from 3-8 seconds between each wave crest. Wind waves range from
9-12 seconds. Ground swells range from 13-15 seconds, and strong ground swells
have a period anywhere from 16-25 or more seconds
normal {
//phase mod(frame,20) * .05 // 4 secs at 5 fps
phase mod(frame,100) * .01 // 4 secs at 25 fps
only waves I ever saw, water waves .. heh
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Attachments:
Download 'landingclip20phase.gif' (250 KB)
Preview of image 'landingclip20phase.gif'
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