Let's take a look at the water material now. Create a V-Ray Material and assign it to the PhoenixFDLiquid Simulator. 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 water. Keep the Max depth to its default value of 8 for both Reflection and Refraction. To slightly blur the specular highlights produced by the sources of illumination in the scene, reduce the Reflection Glossiness to 0.9. If you render now, you'd notice that the water is completely transparent and does not look like ocean water. Instead, let's switch the Translucency to Volumetric. Set the Fog color to RGB : [217, 234, 230] and set the Depth to 300.0. Set Scatter color to RGB : [53, 146, 125]. Set SSS amount to 0.8. This produces the type of shading expected in a large body of water containing all sorts of particles that interfere with the light rays. If you trying to achieve a gloomy day render, the subsurface-scattering is not so important, so you can set the Translucency to None to save you some rendering time. |
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