|
|
|
|
|
|
| |
| |
|
|
|
|
| |
| |
|
|
I'm trying to generate an animation of a dive site for a DVD video.
Basically, it's a "virtual tour" of the site, starting from shore.
Nothing fancy, just enough to give the viewers a basic idea of what the
topography is underwater. I've generated the site using height_fields,
and have got most of the surrounding scenery finished and looking good.
Where I've come into some real troubles is getting water that looks good
from both "shore" and from "underwater". Using some tutorials on the
internet I've managed to come up with some water which looks really nice
from the shore view, but is completely unrealistic from under water.
Basically, all of the scattering qualities I'd expect disappear when I
"submerge" the camera.
I suspect is the "interior" command is applied to the water when the
camera is on "land", but is being applied to the air when the camera is
"underwater". Is this the case? How do I fix this?
Code for water is attached below.
thanx
Bryan
plane {
<0,1,0>, 0
material {
texture {
pigment {
color rgbt <0.2, 0.7, 0.3, 0.5>
} //end pigment
finish {
ambient 0.0
diffuse 0.0
reflection {
0.0, 1.0
fresnel on
} //end reflection
specular 0.4
roughness 0.003
} //end finish
normal {
function {
f_ridged_mf(x, y, z, 0.1, 3.0, 7, 0.7, 0.7, 2)
} 0.8
scale 20
} //end normal
} //end texture
interior {
ior 1.34
media {
scattering {
2 <0.5, 0.65, 0.4>
extinction 0.5
}
}
} //end interior
}
}
Post a reply to this message
|
|
| |
| |
|
|
|
|
| |
| |
|
|
news:43d29536$1@news.povray.org...
You forgot to put the hollow statement in your plane object so no media
works in it.
plane {
<0,1,0>, 0
hollow
material {
...
BTW POV outputs a warning about that I think
Post a reply to this message
|
|
| |
| |
|
|
|
|
| |
| |
|
|
Marc Jacquier wrote:
> news:43d29536$1@news.povray.org...
>
> You forgot to put the hollow statement in your plane object so no media
> works in it.
>
> plane {
> <0,1,0>, 0
> hollow
> material {
That has helped a little, but I'm still not getting exactly what I'm
looking for. Now I get an error about my camera being inside of an
object filled with media, and that this may make the media not work
properly. This is defiantly the case - my scattering media no longer
scatters, giving (in essence) unlimited visibility underwater.
Any suggestions?
Thanx
Bryan
Post a reply to this message
|
|
| |
| |
|
|
|
|
| |
| |
|
|
Untested for water, but just an idea, create a box under the plane
containing the media of choice large enough to cover the volume you need.
I've played with something similar for dusty air in a room illuminated
through a blue glass window.
Maybe:
box { <-10,-10,-10>,<10,0,10>
texture {
pigment { color <1,1,1,0,1> }
finish {
ambient 0.0
diffuse 0.0
reflection 0.0
}
interior {
media {
scattering {
2 <0.5, 0.65, 0.4>
extinction 0.5
}
}
"Bryan Heit" <bjh### [at] NOSPAMucalgaryca> wrote in message
news:43d4f916$1@news.povray.org...
> Marc Jacquier wrote:
> > news:43d29536$1@news.povray.org...
> >
<snip>
> That has helped a little, but I'm still not getting exactly what I'm
> looking for. Now I get an error about my camera being inside of an
> object filled with media, and that this may make the media not work
> properly. This is defiantly the case - my scattering media no longer
> scatters, giving (in essence) unlimited visibility underwater.
>
> Any suggestions?
>
> Thanx
>
> Bryan
Post a reply to this message
|
|
| |
| |
|
|
|
|
| |
| |
|
|
Found it. Of course the your choice of type 2 would probally be better for
water. The photons block is for my glass windows from my scene that
refracted the light coming through. Just another afterthough, you might be
able to use the density block to create thicker "clouds" in the water. I'm
not sure of your exacts goals of the scene, but I hope this helps.
#declare Dusty = box { <-21,0,-21>,<21,21,21> }
object { Dusty pigment { color rgbt 1 }
photons { pass_through }
hollow
interior {
media
{ scattering { 1, 0.07 extinction 0.01 }
samples 30,100
}
}
Post a reply to this message
|
|
| |
| |
|
|
|
|
| |
| |
|
|
Jonathan wrote:
> Found it. Of course the your choice of type 2 would probally be better for
> water. The photons block is for my glass windows from my scene that
> refracted the light coming through. Just another afterthough, you might be
> able to use the density block to create thicker "clouds" in the water. I'm
> not sure of your exacts goals of the scene, but I hope this helps.
>
> #declare Dusty = box { <-21,0,-21>,<21,21,21> }
>
> object { Dusty pigment { color rgbt 1 }
> photons { pass_through }
> hollow
> interior {
> media
> { scattering { 1, 0.07 extinction 0.01 }
> samples 30,100
> }
>
> }
>
>
Thanx for the help; it looks great. I now have another problem, but
that's another question.
Bryan
Post a reply to this message
|
|
| |
| |
|
|
|
|
| |
|
|