Graphics Programs Reference
In-Depth Information
8. In the
Screen lay-out
button at the top, switch from
Default
to
Anima-
tion
. In the
Graph Editor
window, press
T
and go to
Linear
and press
Shift
+
E
to go to
Linear Extrapolation
to make the ocean animation con-
stant and continuous.
9. Rename the cube as
Ocean_surface
.
10. Move the camera below the ocean surface (
Location
set to
X 20.000
,
Y
0.15000
,
Z -2.50000
, and
Rotation
set to
X 92°
,
Y 0°
, and
Z 90°
) and
then go in
Camera
view (press
0
from numpad).
11. Add a cube, a UV Sphere, and or whatever other object you want, floating
under the ocean surface. Provide them very simple and colored
Diffuse
materials. Also add a big cylinder on the background, close to the end of
the ocean's cube, half immersed in the water and half standing in the air
and assign a simple
Diffuse
material to it too.
12. Go to the
World
window, click on
Use Nodes
, and then click on the little
square with a dot on the right-hand side of the color slot. From the result-
ing menu, select
Sky Texture
.
13. 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 it to
Sun
and set the
Size
value to
0.010
and the
Strength
value to
2.500
. Set
Rotation
values as:
X 22°
,
Y -7°
, and
Z 144°
; as you already know, the location doesn't matter for a
Sun
lamp.
14. Go to the
Render
window and under the
Sampling
tab set the
Clamp
value to
1.00
and the samples to
50
for
Preview
and
100
for
Render
.
Under the
Light Paths
tab, check the
No Caustics
option.
15. Now add a plane, place it at
Z
location equal to
-5.70000
, and go in
edit mode. Scale it 30 times bigger (press
A
to select all the geometry,
followed by
S
, digit
30
, and hit
Enter
). Using the
Specials
menu (press
W
), subdivide the plane five or six times. Activate the
Proportional Edit-