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"Robert McGregor" <rob### [at] mcgregorfineartcom> wrote:
> In this WIP I've mesh-deformed the base terrain and added some underbrush and a
> foreground water surface (also quickly modelled in Wings).
>
> So, the basic composition is there - next up, the background water, sky,
> mountains, etc...
>
> :)
The water is kind of lifeless at this point. I hope you use some media and
other tricks to make it more interesting. I was experimenting with wings3D and
water a while ago. I gave up mostly because of the large sizes of meshes that
resulted, and moved primarily toward heightfields and isosurfaces.
Of course, with wings, one can make a wave roll as it breaks, but animating it
would be... tricky.
Anyway, attached is a picture of a heighfield based water test I did fairly
recently. Below is the code I used for the water.
// CODE:
#declare matMyWater =
material{
texture{
pigment{ color rgbt <1,1,1,0.90> }
finish{
specular 1.0000
roughness 0.0001
reflection{ 0, 0.99 fresnel }
conserve_energy
}
}
interior{
ior 1.333
#if( use_dispersion )
dispersion 1.01
dispersion_samples 11
#end
#local mSamples = 15;
#local mVariance = 1/255;
#local mThickness = 2.5;
#local mAbsorptionColor = <1.00,0.00,0.25>; // absorb more red and some blue
#local mAbsorptionGray = <1.00,1.00,1.00> * 0.25;
#local mAbsorbV = vnormalize(mAbsorptionColor + mAbsorptionGray);
media
{
intervals 1
samples mSamples
confidence 1 - mVariance
variance mVariance
absorption color rgb mAbsorbV * mThickness // absorbing media, block
light of specified color
scattering
{
1, color rgb <0.50,0.50,1.00> * mThickness / 25
extinction 1.0 // for balancing amount of absorption [1.0]
}
method 3 // adaptive sampling
aa_threshold 0.1 // accuracy threshold for method 3 [0.1]
aa_level 4 // maximum recursion depth for method 3 [4]
density{ color rgb <1,1,1> }
}
}
}
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Attachments:
Download 'water_media_test.jpg' (153 KB)
Preview of image 'water_media_test.jpg'
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