|
![](/i/fill.gif) |
"Cousin Ricky" <ric### [at] yahoo com> wrote:
> "alphaQuad" <alp### [at] earthlink net> wrote:
> > Here's a Cousin Ricky norm and the one I did for the Lego pool.
> > not in that order
> >
> > #declare n_surface = normal {
> > function { f_ridge (x, y, z, 0.1, 1.0, 7, 0.7, 0.7, 0) } 2
> > // function { f_ridged_mf (x, y, z, 0.1, 3.0, 7, 0.7, 0.7, 2) } 2
> > }
>
> I got the 2nd function from Christoph Hormann's water tutorial.
>
> The "2" on the end is mine, though. A plane with a surface normal is not
> realistic near the horizon. I was spurred to investigate when the real-life
> sea outside my car window looked nothing like my render. An isosurface (or
> height field) looked a lot more like the real thing. The "2" was an attempt to
> compensate for the difference without giving up the speed advantage of a plane.
Thank you for adding that. Reflection was solid 30-40 yards away,
at a low angle, in the outdoor pool image. For a high angle on a small body,
surface norms would do fine... if I understand this ...
Post a reply to this message
|
![](/i/fill.gif) |