Let's take a look at the water material now. Create a V-Ray Material and assign it to the PhoenixFDLiquid Simulator. Rename the material to Water_top_view. Set the Diffuse color to black. Reflect and Refract colors are set to white - it produces a completely transparent material if the Index of Refraction is set to 1 (which is the IOR of clear air). But let's set the IOR to 1.333, which is the physically accurate Index of Refraction of . Keep the Max depth to its default value of 8 for both Reflection and Refraction. Enable the Reflect on backside option. If we render now, we'd notice that the water is completely transparent and looks a bit boring. Instead, let's switch the Translucency to Volumetric. Set the Fog color to RGB : [46, 75, 102] and set the Depth to 500.0. Set Scatter color to RGB : [44, 140, 119]. Set Illumination to Directional. Set SSS amount to 0.7. This produces the type of shading expected in a large body of water containing all sorts of particles that interfere with the light rays. The Reflect on backside option gives you more details in the water shading, hence more realistic results. |
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