POV-Ray : Newsgroups : povray.text.tutorials : How does one make realistic water? : Re: How does one make realistic water? Server Time
29 Apr 2024 04:01:57 EDT (-0400)
  Re: How does one make realistic water?  
From: Jerry
Date: 9 Jun 1999 15:42:18
Message: <jerry-0906991242170001@cerebus.acusd.edu>
In article <375FED5B.D6545411@sitc.net>, Tim Soderstrom
<Tig### [at] sitcnet> wrote:
>Thanks for the help, all of ya'll.....I think I will end up trying the
>translated normal maps, because I have no objects that can be seen on the
>water's edge, but I'll keep the HF idea in mind (may need it). I have also
>heard of making an object using a sine-wave stype of thng. I can't remember
>where I saw it, but it made rough, goopy looking, water. (I don't have the
>source, so I don't know how he did it, heh)

This is what I used for the "History" round. Not goopy looking, I don't
think, but otherwise fits your description :*)

//the water's surface
plane {
   y,0
   texture {
      pigment {
         color White filter .5
      }
      normal {
         gradient x, 3
         sine_wave
         turbulence <.4,.1,0>
         scale <2,1,2>
      }
      finish {
         reflection .7
         specular 0.4
         roughness 0.2
      }

   }
}

//the seabed
plane {
   y,-5
   texture {
      pigment {
         color Tan*.25
      }
      normal {
         gradient x, 1
         sine_wave
         turbulence <.3,.1,0>
      }
      finish {
         ambient .5
      }
   }
}


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