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"Woland" <ziz### [at] wppl> wrote:
> hello.
> I'm trying to make real looking water. This is first attempt. Any sugestions?
Looking good so far. As has been suggested, a sky would look nicer. Often with
materials such as water, what they reflect is just as important in their look as
other attributes. A little environment can go a long way, you can even just try
a simple environment map (or use an HDR one if using the beta or megaPOV)
A few suggestions from my experiences:
Isosurface or heightfield? There are advantages to both. Isosurfaces have much
better resolution, whereas heightfields are quicker (isosurfaces can add a lot
to render time, heightfields add mostly to parse time). But, using a high
enough resolution on a heightfield can make the differences almost
indistinguishable. Have a look at both perhaps.
Fresnel reflection > variable reflection > non-variable reflection (fresnel is
variable, just different model)
I like to make the surface clear (rgbt 1) and let the interior do the work.
Make use of fade_distance, fade_power (use 1000 for exponential, read the docs
on attentuation) and fade_colour. Even better is to make use of media instead,
scattering and absorption.
Hope this helps.
-tgq
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