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Ger <No.### [at] ThankYou> wrote:
> Orchid XP v3 wrote:
>
> > Well, let's somewhat better... (Although there's still no glassware.) It
> > seems just putting something *under* the water made all the difference.
> >
>
> You're getting there.
> The color of water is determined by what's underneath it because water by
> itself is colorless. Have a look at a swimmingpool :)
Are you using media? Try "absorption" color and put a little blue. Also
try "extinction".
Let _magnitude represent the strength of absorption as a single floating-pt
number, such as 0.05 or 2.5, etc.
absorption rgb <0.1 0.2 0.7>*_magnitude
extinction 1
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"Orchid XP v3" <voi### [at] devnull> wrote in message
news:452d4f41@news.povray.org...
> Well, let's somewhat better... (Although there's still no glassware.) It
> seems just putting something *under* the water made all the difference.
And wouldn't that be natural in real life? What you've got to determine
is the depth of your water.
Is it a shallow lake, or a deep sea? Shallower, clearer. Deeper,
darker.
Also, if that's 9 hours 'work' time, then you need to reduce that.
That's wasted chat-up lines... ;)
~Steve~
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"Orchid XP v3" <voi### [at] devnull> schreef in bericht
news:452d5c31$1@news.povray.org...
>
> Because, being a predefined texture, the parts that make it up are
> actually declared in 12 seperate places and then gradually merged
> together... heh.
>
You could , like Alain did for metals.inc, change all the stones.inc ambient
statements and save it as a stones2.inc (or whatever).
Solves the problem.
Thomas
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> "Tek" <tek### [at] evilsuperbraincom> wrote:
> > It's a bit brute force but you can always do:
> > global_settings { ambient_light 0 }
>
"EagleSun" <nomail@nomail> wrote:
> Before using that, make sure you don't want to see the sun. If you do, the
> global ambient_light of 0 will make the sun (and reflections of it)
> disappear.
If you must... :-)
looks_like
{ sphere
{ 0, R
pigment { rgb 1 } //renders as light_source color
finish { diffuse 1 }
double_illuminate
}
}
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> looks nice.
Thanks.
> in my eyes water is too clean. maybe you try to add wrinkles on surface.
Possibly... OTOH, I'm going for a "clean" look. We'll see.
> second suggestion: when I let fallen an cube into water I do not see one
> concentric circle, I see four running away from every side of my cube.
Agreed. I have just worked out a new way to do this - but it makes the
render time increase to a whopping 10 hours! o__O
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> By the way, forgot to mention... 9 hours + 50 minutes render time.
> (Can't wait to do the radiosity version!)
Actually, that's a lie. The version I posted rendered in under 1 hour.
The *new* version renders in 10 hours...
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>> (It's Stone8 from stones.inc. Unfortunately, it appears to have a
>> nonzero ambient setting. *sigh* So I will have to use some other texture
>> for the final render...)
>
> texture {
> T_Stone8
> finish {ambient 0.005}
> }
>
> I do that every time I use one of the stone textures, or they end up glowing
> too much.
I tried that, but it didn't seem to affect the image in any way... (But
then, I tried to set it to 0.)
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> Also, if that's 9 hours 'work' time, then you need to reduce that.
> That's wasted chat-up lines... ;)
:-P
No, that's 9 hours of render time. (And, as I just corrected myself, the
image posted here is *not* the version that takes 9 hours...)
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>> The color of water is determined by what's underneath it because water by
>> itself is colorless. Have a look at a swimmingpool :)
>
> Swimming pools are tricky to judge. Every one i've ever seen is *painted*
> baby boy blue.
>
> Water is colorless at the shallow depth that Orchid is rendering. However,
> water absorbs light differentially by wavelength. Red is the first to go,
> and green fades as you go deeper. If your body of water is deep enough, it
> will show blue all by itself. (Otherwise, the oceans would be the color of
> basalt and diatomaceous earth.)
I've heard this one before... Does water actually absorb light, or is
this due to scattering like with the sky?
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>> Because, being a predefined texture, the parts that make it up are
>> actually declared in 12 seperate places and then gradually merged
>> together... heh.
>
> Oh sorry I forgot that, I didn't use predefined textures for a long time,
> and now I remember that is one of the reasons :)
Oh yeah. ;-)
>> By the way, forgot to mention... 9 hours + 50 minutes render time.
>> (Can't wait to do the radiosity version!)
>
> For the moment your scene does not need radiosity does it?
It does once you turn off the ambient setting on the sea floor. :-S
(Actually, the radiosity version I'm working on is really quite nice.
But... slow.)
>>> And what is this strange square on the left?
>> If anybody can figure out what the hell that actually is, LET ME KNOW! >_<
>
> Strange
Uh, yes.
>> Weirdly, I changed the ground texture and the square vanished. Go figure!
>
> Strange again
And also yes...
I can only think it's some kind of internal reflection issue, or maybe
something about coincident surfaces...
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