|
|
The code for the water uses variable reflection but is real simple
otherwise:
#declare WaterTex = texture {
pigment {rgb 0.1}
normal {bumps 0.05 turbulence 0.5 scale 0.3}
finish {
ambient 0.1
diffuse 0.1
reflection_min 0.0
reflection_max 0.8
specular 0.5
roughness 0.01
phong 0.5
phong_size 200
}
}
Regards, Christoph
"Peter Popov" <pet### [at] vipbg> schrieb im Newsbeitrag
news:815qsu0042mami5pns81ii9jdfae3lohqt@4ax.com...
> On Sat, 9 Nov 2002 12:32:03 +0100, "Christoph Gerber"
> <ni.### [at] bluewinch> wrote:
>
> >Here is just a quick try to implement some of the comments (trees
disabled).
> >Bumpiness of the watersurface is much lower and a tint of red is added to
> >the horizon. Much better in my opinion, especially the water. Thanks for
the
> >hints!
>
> Much better now (and yes, I know you'll put the trees back in :) ).
> The water still looks a little CG. Are you using fresnel reflection?
> Attenuation?
>
>
> Peter Popov ICQ : 15002700
> Personal e-mail : pet### [at] vipbg
> TAG e-mail : pet### [at] tagpovrayorg
Post a reply to this message
|
|