The water tunnel scene
I started working on this scene in April 2001 after making some experiments
with water and
photons
in Povray.
The picture uses a lot of the newer techniques available in
megapov
and in
Povray 3.5
like isosurface objects, radiosity, photons and
variable reflection.
Creating the scene
The following sequence of pictures shows the development of the scene,
I no more remember everything changed from one version to the other so i
will only mention the most important things.
The basic geometry of the tunnel was created with macros placing
individual bricks along a cylinder shape and varying their length using
Povray's rand() function.
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This was the first real render of the scene, still without photons and
quite plain textures. The water already uses megapov's type 1 (fresnel)
reflection
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I then changed the geometry (added a line of larger bricks on
top and changed the bottom part too). There are also photons now on the
near part of the water surface. The isosurface bricks have real surface
roughness done with a noise function.
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I played a bit with the water level and left it as it is here in the end.
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Added a rock in the water (done with isosurface objects too) and meanwhile
improving water and stone textures.
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After some experiments I stayed with this arrangement of the rocks.
I also added some variation of the stone texture near the water line.
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Here i tried conventional variable reflection instead of the
more realistic fresnel (type 1) model. Also started to use a granite
pigment function for the stone structure instead of the previously
used two layers of noise3d. This is much slower, but more realistic.
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Nearly finished now, most important changes here are some fine tuning on
the water and the waterline, also improved the quality
settings for radiosity and photons.
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It still seemed to be somehow empty so i added some flying seagulls
as a final touch.
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I would like to thank everyone who commented on the various versions
i posted in the
Povray newsgroups.
You can still have a look at these postings in the
povray.binaries.images
newsgroup.
Source parts
Here are some code parts from the scene. You can use them for
inspiration and to learn how to do certain things in Povray, but please
don't just use them directly in your work without asking.
Code for the sky (fairly simple textured sphere):
wt_sky.pov
Code for the water (slightly simplified) and the ground below:
wt_water.pov
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Code for a single stone brick including the random variation:
wt_stb.pov
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Christoph Hormann June 21, 2001