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> This may sound rather neanderthalic, but is there a function/parameter that
> limits the "water" so that it pushes right up against the sphere but not
> through it? Basically, what I'm asking is how you fill an object with a flat
> liquid. (Think of a wine glass with wine in it)...
>
It's rather simple, but by no means neanderthalic (they're extinct, you know,
and POV isn't THAT old).
The water is just a little tiny bit smaller than the glassbowl sphere, thus we
have no coincident surfaces...
But do note that the ocean is made of two parts: the "volume" and the "surface".
If I'd create only one object and have both get reflecting-finishes, the sides
of the ocean would reflect too, which I didn't want. Also, normals are
only applied to the surface (a disc, by the way), so that where ocean and
glassbowl
touch, no waves are rippling...
--
Tim Nikias
Homepage: http://www.digitaltwilight.de/no_lights/index.html
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