POV-Ray : Newsgroups : povray.binaries.images : Island WIP : Re: Island WIP Server Time
5 Nov 2024 04:27:51 EST (-0500)
  Re: Island WIP  
From: Trevor G Quayle
Date: 14 Nov 2007 12:00:01
Message: <web.473b2940a0d9e2c3c150d4c10@news.povray.org>
More!

One thing I noticed is that your water is a little brown.  This is because, the
material as I posted it was for a pond which was to be a little muddy.  You can
change the scatterign colour to get a different effect and remove the muddiness.
 Try using either the water colour (WCol) or even white (the absorption media
included will also affect the colour).


Also, have a look at some of the water comments under the "water" thread by
Woland (p.b.i)

From my most recent post:

Another little trick to try is adding premapped caustics.  Have a look at the
ones found here:
http://www.dgp.toronto.edu/~stam/reality/Research/PeriodicCaustics/index.html

I like #8 best (there are several files in each zip that are periodic for
animating, all the maps all tileable too.

You apply it by mapping it to a plane (make sure it is hollow for media effects)
or flat box just above or below the water surface with no_reflection and
no_image and using it as a filter map and it produces filtered shadows that
look like proper caustics.  I find the best way is to convert it to a function
pattern, then you have better control of the filtering properties:

//START
#declare PIMAGE = function {pigment{image_map {sys "Caus.bmp" interpolate 2}
rotate x*90}}
#declare CausMap= pigment{function{PIMAGE(x,y,z).gray} colour_map{[0 rgbt 0][1
rgbt 2]}}

plane{y,0 hollow pigment{CausMap scale 300} hollow no_image no_reflection}
//END

Notes:
Make sure you reorient the map to the same plane as the water (i.e. image map on
x-y plane, rotate it to x-z plane!)

Black areas have 0 transparency - opaque
White areas get 2 transparency - actually increases the colour intensity
This should be approximately how real caustics are with brighter and darker
areas, but the average brightness still approximately 1.


-tgq


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