Graphics Programs Reference
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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 .
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