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Water texture is here.
As soon as I can add some decent comments and credits I will post the whole
source...
;-)
Paolo
---8<------ snippet ----
// This material arises from Christoph Hormann tutorial
// and was step by step modified following p.b.i. people
// indications (see credits above)
#declare m_water = color_map {
[ 0.00 rgbt <0.217,0.552,0.877, 0.9> ]
[ 0.90 rgbt <0.137,0.437,0.697, 0.95> ]
[ 1.00 rgb <1,1,1> ]
}
#if(water_blur)
#declare BlurAmount = .75; // Amount of blurring --- 0.2 works but .75 I
like better
#declare BlurSamples = 5; //How many rays to shoot --- 40 for my pc is
impossible. 5 is not too bad
#declare t_water = texture {
average texture_map {
#declare Ind = 0;
#declare S = seed(0);
#while(Ind < BlurSamples)
[1 // The pigment of the object:
pigment{
rgbt <0.217,0.552,0.877, 0.9>
}
// The surface finish:
finish {
diffuse 0.3
ambient 0.0
reflection {0.3, 1 fresnel}
conserve_energy
specular 0.3
roughness 0.003
}
// This is the actual trick:
normal {
//bumps BlurAmount
ripples BlurAmount
frequency 1
translate <rand(S),rand(S),rand(S)>*10
scale 1000
}
]
#declare Ind = Ind+1;
#end
}
}
#else
#declare t_water = texture {
pigment{
rgbt <0.217,0.552,0.877, 0.9>
/*
// I prefer a single pigment
gradient z
color_map {m_water}
turbulence 0.9
*/
}
normal {
ripples 0.75
frequency 1
translate <-3,0,3>
}
finish {
diffuse 0.3
ambient 0.0
reflection {0.3, 1 fresnel}
conserve_energy
specular 0.3
roughness 0.003
}
}
#end
#declare i_water =interior {
ior 1.33
fade_distance 0.3
fade_power 1000
fade_color <0.217,0.552,0.877>
}
#declare m_acqua =material {
texture {t_water}
interior {i_water}
}
---8<------ snippet ----
> "David El Tom" wrote:
> would you mind to share your water texture setup. Would help me much to
> get a feeling how to tweak textures for such scenes.
> ... dave
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