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For the water, I decided to use the normal as a function for a height_field.
I'm pretty happy with it.
#declare w1 =
texture {
//pigment {rgb <1, 1, 1> transmit 1}
pigment {color rgbt <1, 1, 1, 1>}
normal {
average
normal_map {
[1.0 agate 0.25 scale <0.5, 0.1, 0.2>]
[1.0 granite 0.25 scale <0.5, 0.1, 0.2>]
}
}
finish {
specular 1
roughness 0.003
diffuse 0.3
reflection {
0, 0.5
fresnel on
}
}
}
#local wp1 =
pigment {
average
pigment_map {
[1.0 agate scale <0.5, 0.1, 0.2>]
[1.0 granite scale <0.5, 0.1, 0.2>]
}
}
#declare fnWater = function {pigment {wp1}}
height_field {
function 2000, 2000 { fnWater(x, y, z).grey * 0.85 }
smooth
translate <-0.5, -0.5, -0.5>
scale <200, 1, 200>
texture {w1}
interior {
ior 1.3
media {
absorption <0.25, 0.1, 5.0, 0.5>*1
scattering { 2 <0.2, 0.6, 0.4> }
}
fade_distance 2
fade_power 1001
}
}
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