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Thomas de Groot <tho### [at] degrootorg> wrote:
> The Master did it again.
>
> What can I say? It is the kind of scene we would like to emulate but
> somehow we always stay far behind. Very inspiring indeed.
>
> The brook's water is very well done. I guess the surface is one of the
> many meshes? with the proper media of course.
>
> These kind of landscapes are your trademark without any doubt.
>
> What I do doubt however, is whether I could manage a 22 GB memory usage
> on my systems (for rendering the scene?)
>
> --
> Thomas
Thanks Thomas,
water is a mesh indeed, but it doesn't look very special. I think a heightfield
made with an averaged wrinkles / rigded_mf pattern could do it too.
The water material is simple -
texture {
pigment {color rgbt <0.25,0.35,0.2,1>}
normal {
average
normal_map {
[1 wrinkles 0.04 scale 50]
[1 granite 0.01 scale 0.5]
[1 bumps 0.14 warp {turbulence 1} scale 0.03]
[1 bumps 0.1 warp {turbulence 0.5} scale 0.0003]
}
}
finish {
ambient 0
diffuse 0.3
reflection {0.03, 1 fresnel on metallic 0.3}
specular 5
roughness 0.003
}
}
interior {
ior 1.33
caustics 2
fade_distance 0.4
fade_power 1001
fade_color <0.5,0.7,0.4>
}
Starting point of the image was a 76 MB obj file with stones and water.
I split it in 7 parts and used the displacement function of Poseray. In the end
I had 7 large meshes (> 1.1 GB in sum).
Norbert
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