Modelling a pool

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kepler
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Modelling a pool

Post by kepler » Thu Mar 01, 2007 11:30 pm

I need to model a little pool (filled with water) and render it in Indigo.
I've modelled the structure starting from a plane, and extruding the faces - no problem for that. How I should model the water? Here are alternatives i think about:

1) Starting from a cube, subdividing a face and applying a displacement map onto it;
2) Same as above, but starting from a plane.

Some ideas? :?

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Kram1032
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Post by Kram1032 » Fri Mar 02, 2007 2:51 am

Stating from a grid? xD
I don't really know, what your problem is...
But think, plane (or grid) would be better than cube...

StompinTom
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Post by StompinTom » Fri Mar 02, 2007 5:06 am

- start with a grid (or a subdivided plane, same thing) and extrude the whole thing down to the bottom of your pool.
- add a simple material with a noise texture in one of the texture slots.
- select the top vertices (the surface of the water), hit F9 and hit Noise repeatedly until the 'waves' are big enough.
- if you dont like how it looks, you can scale the surface to 0 in the Z axis (so its flat and you can start over), tweak the noise settings and do it again.
- otherwise, i imagine a very smooth bump map might work for small ripples, applied only to the surface of the water.

hope this helps...

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kepler
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Location: Italy

Post by kepler » Fri Mar 02, 2007 5:39 am

Thank you! I've used the StompinTom method with the "Stucci", and the result is really realistic! Now i try to render into Indigo :D

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Kram1032
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Post by Kram1032 » Fri Mar 02, 2007 6:27 am

yes, stucci in wall-out is perfect for ripples :D

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