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Slime wrote:
> So how did you create that effect? Media photons or did you fake it somehow?
> I'd like to see the sampling parameters, too...
This is the result of many long hours fighting with media.
The waves on the surface are an unexpected bonus, but the effect was
created thusly:
global_settings{
adc_bailout 0.003922
ambient_light <0.247059,0.247059,0.247059>
assumed_gamma 1.9
hf_gray_16 off
irid_wavelength <0.247059,0.176471,0.137255>
max_intersections 64
max_trace_level 10
number_of_waves 10
}
background { color <0.000,0.000,0.000> }
#declare Water = media{
confidence 0.0001
variance 1.0/1.0
ratio 0.1
scattering{
2 , rgbft <0.003, 0.003, 0.003, 0.25, 0.25> // mie hazy scattering
}
density{ spherical }
}
media{ Water }
fog{
fog_type 2 // Ground Fog
distance 400.0
color <0.086275,0.403922,0.694118,0.0,0.0>
up <0,0,1>
fog_offset 0.0
fog_alt 250.0
}
camera{
location < 50.00, 150.00, 30.00>
sky < 0.00, 0.00, 1.00> // Use right handed-system
up < 0.00, 0.00, 1.00> // Where Z is up
right < 2.41421,0.00, 0.00>
angle 90.00000 // Vertical 45.000
look_at < 50.00, 0.00, 30.00>
}
#declare Light001 = light_source{
<0.0, 0.0, 0.0>
color rgb <1.000, 1.000, 1.000>*3.0000
fade_distance 2500.0
fade_power 2.9
media_attenuation on
}
#declare Dirt = material{
texture{
pigment{
granite
color_map{
[ 0.0 rgbft <0.654399, 0.515619, 0.397667, 0.0, 0.0> ]
[ 1.0 rgbft <1.0, 1.0, 1.0, 0.0, 0.0> ]
}
scale 0.01
}
normal{
agate , 2.0
agate_turb 1.0
scale 0.02
}
}
}
#declare Water_Interior = material{
texture{
pigment{
color rgbft <0.0, 0.0, 0.0, 1.0, 1.0>
}
}
interior{
caustics 0.75
media{ // Water
confidence 0.0001
variance 1.0/1.0
ratio 0.1
scattering{
2 , rgbft <0.003, 0.003, 0.003, 0.25, 0.25> // mie hazy
}
density{
spherical
}
}
}
}
#declare Water_Surface = material{
texture{
pigment{
agate
agate_turb 1.0
color_map{
[ 0.0 rgbft <0.0, 0.0, 0.0104, 1.0, 1.5> ]
[ 0.75 rgbft <0.0, 0.0, 0.0052, 0.0, 0.5> ]
[ 1.0 rgbft <0.0, 0.0, 0.0, 0.0, 0.0> ]
}
turbulence 1.0
lambda 3.0
ramp_wave
}
}
}
object{
height_field{
tga "D:\3D\Textures\Planet Surface\MOLA 98-99 flat.tga"
water_level 0.0
smooth
}
rotate <-90, 0, 0> // Turn onto XY plane. Now points along -Z
scale < 2, 2,-2> // Scale to Cube size. Now points along +Z
translate < -1,-1,-1> // Center around origin
material{ Dirt }
scale <2000.0, 2000.0, 50.0>
translate <0.0, -191.74451, -29.583439>
}
box{
<-1, -1, -1>, <1, 1, 1>
material{ Water_Interior }
hollow
scale <2000.0, 2000.0, 250.0>
}
union{
sphere{
<0,0,0>,1
material{ Water_Surface }
hollow
scale 2.5
}
object { Light001 }
translate <-430.127774, -930.669975, 1048.730824>
}
--
Tim Cook
http://empyrean.scifi-fantasy.com
mirror: http://personal.lig.bellsouth.net/lig/z/9/z993126
-----BEGIN GEEK CODE BLOCK-----
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GFA dpu- s: a?-- C++(++++) U P? L E--- W++(+++)>$
N++ o? K- w(+) O? M-(--) V? PS+(+++) PE(--) Y(--)
PGP-(--) t* 5++>+++++ X+ R* tv+ b++(+++) DI
D++(---) G(++) e*>++ h+ !r--- !y--
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