I cannot seem to figure out what approach would be best for water given that stuff will be in it.
I was thinking about using env maps but then one couldn’t see what was underneath the water.
And with particles, they would have to be so numerous to look realistic it would be impractable.
With regular meshes and the “stucci” texture, as mentioned in the knowledgebase, one also would not be able to see anything underwater.
With these three methods ruled out, I am at a loss as to how I would go about doing this. Did I incorrectly rule out something, or is there something I have overlooked? If someone has the time, can they please just point me in the right direction?
That is true, and Blender does some wicked animated procedural textures, but it doesn’t have that particular water algorythym. I wish it did though.
<edit> btw, that caustics generator puts out a series of bmp files as output,…a good way to make them into an avi is to call them up in blenders sequence editor, (shift A in the sequence editor, choose ‘images’ browse for the folder, A to select all, load, set to frame 1 of the first track, in render buttons, select output format as avi, click the ‘do sequence’ button, and then ‘animate’.