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Realistic Water with POV-Ray
part I | part II |
part III
A surface of water animated by the wind:
This can also by "crackle" adding a different scaling
in x- and y-direction and also by rotation in a direction rectangular to the wind:
We can get this effect by "bozo" using "turbulence"
and scaling different in x and z directions and turning it
crosswise to the direction of the wind:
normal { bozo 1.75
scale <2.0,1,0.3>*0.20
rotate<0,10,0>
turbulence 0.9
translate<0,0,-2>}
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A similar effect with "crackle":
normal {pigment_pattern{
crackle
colour_map { [0, rgb 0]
[1, rgb 1] }
turbulence 1.7
translate <0,0,1>}
0.5}
scale <2.0,1,0.3>*2
rotate<0,10,0>}
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A partly transparent and partly reflecting surface of water:
In those cases where water appears as partly transparent and partly reflecting,
this can be made by using the texture "Glass3" (clear water) or "Green_Glass"
(green seaweed in the water!). In this case an underground should be defined
- this has great influences to
the appearance of the water surface.
// ground -----------------------------
plane{<0,1,0>, 0 translate<0,-3,0>
texture{pigment{color LightWood}
normal {bumps 0.25
scale 0.05}
finish {ambient 0.45
diffuse 0.55}
}// end of texture
}// end of plane 1
// sea water --------------------------
plane{<0,1,0>, 0
texture{ Green_Glass
normal{ripples 0.3
scale 0.25
turbulence 0.75
translate< 1,0,2>}
finish{ambient 0.45
diffuse 0.55
reflection 0.3}
}// end of texture
interior{I_Glass}
}// end of plane 2
//-------------------------------------
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Concentric waves around a stake:
This can be done by the following:
// sea water --------------------------
plane{<0,1,0>, 0
texture{ Green_Glass
normal{ripples 0.3
scale 0.25
turbulence 0.5
translate< 1,0,2>}
finish{ambient 0.45
diffuse 0.55
reflection 0.3}
}// end of texture
interior{I_Glass}
}// end of plane 2
//-------------------------------------
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part I | part II |
part III
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