Graphics Programs Reference
In-Depth Information
8. Place the Camera to have a nice angle on the ocean and then go in
Cam-
era
view (Press
0
from numpad).
9. Add a cube in the middle of the scene and, if you want, also a UV Sphere
in the foreground. Place them around and floating in the air, their only pur-
pose is to be reflected by the ocean's surface.
10. Go to the
World
window, click on
Use Nodes
and then click on the little
square with a dot to the right side of the color slot. From the resulting
menu, select
Sky Texture
.
11. Select the lamp, click on
Use Nodes
and set a yellowish color for the light
(
R 1.000
,
G 0.989
,
B 0.700
). Turn the lamp to
Sun
, set the
Size
value to
0.010
and the
Strength
value to
2.500
.
12. Go in the
Render
window and under the
Sampling
tab, set the
Clamp
value to
1.00
and the samples for both
Render
and
Preview
to
100
.
All the preceding steps were for the general settings and the ocean surface mesh.
Now, because the shader we are going to build is largely transparent, we also need
to simulate the water body. This is how it's done:
1. Add a new plane, in edit mode scale it 10 times bigger (20 units per side).
Move it to be centered on the ocean
Plane
location and then 1 unit down
on the Z axis.
2. In edit mode again, press
W
to subdivide it by the
Specials
menu. Then
press
T
to bring out the
Mesh Tools
panel on the left and, under
Number
of Cuts
, select
3
.
3. Go in vertex paint mode and paint a very simple gray-scale gradient, go-
ing from a medium dark gray at the vertexes close to the
Camera
location
to a plain white color at the opposite side. In the
Object Data
window, un-
der the
Vertex Colors
tab, rename the vertex color layer as
Col_emit
.