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Date: Thu, 21 Mar 1996 09:38:36 -0800
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From: Dan Ablan <dma@mcs.net>
To: lightwave@e55.webcom.com
Subject: Re: Good glass and water attributes
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Mike Richards wrote:
> GLASS.
>
> The glass needs to be slightly milky so that it partially obscures the
> backdrop, it is bluish in colour and reflects very slightly the
> reflection map I am using...
Dont' make the glass 100% transparent.
Reflections should be at about 15%, of something
simple, like the standard fractal reflections.
Turn color filter on.
Make the color of the glass, whatever color you want.
Turn specularity down, and perhaps glossiness at medium.
> WATER.
>
> I am modelling a large expanse of water and again I am finding that the
> water looks `too small' and very artificial. I am using a very soft
> light to illuminate the scene and the water sticks out like a sore thumb
> - real bodies of water don`t have a lot of sparkle except in direct
> light, they tend to look quite silky...
Again, turn the specularity down. And, medium glossiness...
Use a "crumple" bump map... it's more organic than
"fractal bumps".
Also, if it's tripled and subdivided quite a bit,
you can use a random displacement map in cunjunction with