The biggest problem is that the water is not clear. The Reality Users Guide says that the clarity setting determines how far into the water one can see "clearly" in meters. I've set it to two meters, which is deeper than the pool is along the wall I am shooting at. But as can be seen in the image, the water is acting like a mirror, and you can't see anything below the surface.
Secondly, the tint should be blueish. But the water is coming in green. I've tried a few different shades of blue, and just end up with different shades of green ranging up to almost black (if 0,0,255 is used).
In case it helps, the code that Reality is generating for the water is this:
- Code: Select all
# Volume 'RealityWater_32.waterVolume'
Texture "RealityWater_32.waterVolume:fresnel" "fresnel" "constant" "float value" [1.332830]
MakeNamedVolume "RealityWater_32.waterVolume" "clear" "texture fresnel" ["RealityWater_32.waterVolume:fresnel"] "color absorption" [744.4400719213812 0 0]
# RealityWater_32
Texture "RealityWater_32.dispmap.noisemap" "float" "blender_distortednoise" "float distamount" [1.6] "float noisesize" [0.25] "float nabla" [0.025] "string type" ["blender_original"] "string noisebasis" ["blender_original"] "float bright" [1.0] "float contrast" [0.5] "vector scale" [1.0 1.0 1.0] "vector rotate" [0 0 0] "vector translate" [0 0 0]
Texture "RealityWater_32.dispmap.limits" "float" "mix" "texture amount" ["RealityWater_32.dispmap.noisemap"] "float tex1" [-0.65] "float tex2" [0.5]
Texture "RealityWater_32.dispmap" "float" "scale" "texture tex1" ["RealityWater_32.dispmap.limits"] "float tex2" [0.040000]
MakeNamedMaterial "RealityWater_32" "string type" ["glass2"] "bool architectural" ["false"] "bool dispersion" ["false"]
# Object Water_Plane
AttributeBegin
NamedMaterial "RealityWater_32"
Interior "RealityWater_32.waterVolume"
Exterior "WorldVolume"
Shape "plymesh" "bool smooth" ["false"] "string subdivscheme" ["loop"] "integer nsubdivlevels" [2] "bool dmnormalsmooth" ["true"] "bool dmsharpboundary" ["true"] "bool dmnormalsplit" ["false"] "string displacementmap" ["RealityWater_32.dispmap"] "float dmscale" [-1] "float dmoffset" [0.0]
"string filename" ["reality_scene-Resources/objects/Water_Plane_Water_Plane_RealityWater_32.ply"]
AttributeEnd
The RealityWater object itself is a plane scaled 1000% for both X and Y to make it fit the entire swimming pool. It's the RealityWater prop that Reality installs. (The water with the ripples is looking a bit triangular as well, so I am thinking I also need to increase the subdivision amount from its default of 2.)
The alpha tab has the strength/opacity slider at 1.0. I've tried lowering that a bit to try and get some view below the surface, but even a very minor amount of transparency (e.g., bringing it from 1.0 to .9) completely eliminates the water effect and it looks like one is looking through a transparent grey plane instead. The modifiers tab has nothing on it except for the default subdivision that the RealityWater prop gets.
Any suggestions for how I should go about fixing the water? Thanks!
