Dragon Mountain.
I reused some models and added them to the scene to provide a narrative for the environment that the water simulation was to take place in.
A freeware model that i added water too. This helped me explore how much water was needed to create a realistic waterfall. (above)
After a few goes i gave up this endevour as i realized that i would have to texture the scene and im still not very good at that.
The Dam
Playing around with water properties here a copper materiel was applied though i feel it looks like molten gold more than copper.Here i added a physical sun and sky which overblew the scene with light. I used a motion blur to see how the water would look.
Half way through this experiment i found that i had to make the scene bigger to fit the descriptor. So i added more rocks a water wheel and a small river channel flowing into a catchment before going into the water fall.
What the water will look like in the final simulation. A ocean shader was blended with a glass material that was overlaid on a Lambert of water.
The scene that was used in the final render though the water has no been applied yet.
Render of final design for the water design. Based of a model waterfall, the idea was to have a close up of the waterfall and then zoom out revealing that the object was actually a model and not a real waterfall.
The glass tables where annoying because they didn't really show up until i had rendered, this made it hard to place the models on top of them.
Original design of the model before reading the descriptor.
A water test with a glass material , not quite what i am after.
Another freeware model that was used to see how they worked on water. Hated it because nothing was named properly and there were so many hidden faces and nothing fitted together when in 1 mode.
This happened so many times!!! very frustrating when trying to change things in your scene.
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