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Kent Friberg <kef### [at] No Spam Thanx online no> wrote:
> Hi Oliver,
> check out the thread you started in povray.binaries.animations
>
> The conclusion was that the phase statement DO NOT alter the surface in any
> way, it just LOOKS like the waves are there, another approach (not directly
> in POV?) is needed I'm afraid....
>
How about using the isosurface patch to represent the water surface
with a function. Try this:
// Persistence of Vision Ray Tracer Scene Description File
// File: ripples.pov
// Vers: Isosurface patch
// Desc: Some simple ripples
// Date: 980513
// Auth: Mathias Broxvall
#include "Colors.inc"
#include "Skies.inc"
camera {
location <0.0 , 12.0 ,-16.0>
look_at <0.0 , 1.0 , 1.5>
}
light_source { <0,20,0> color rgb 1 }
#declare STRENGTH1 = 1.0
#declare SCALE1 = 1.0
#declare OFFSET1 = clock*5.0
#declare CENTER1_X = -6.0
#declare CENTER1_Z = 0.0
#declare STRENGTH2 = 0.7
#declare SCALE2 = 1.0
#declare OFFSET2 = clock*5.0
#declare CENTER2_X = 7.0
#declare CENTER2_Z = 3.0
#declare wave1Fun = function { STRENGTH1 / (x+1+OFFSET1) * sin(SCALE1 *
(x-OFFSET1)) }
#declare wave1 = function { wave1Fun(sqrt(sqr(x - CENTER1_X)+sqr(z -
CENTER1_Z)),0,0) }
#declare wave2Fun = function { STRENGTH2 / (x+1+OFFSET2) * sin(SCALE2 *
(x-OFFSET2)) }
#declare wave2 = function { wave2Fun(sqrt(sqr(x - CENTER2_X)+sqr(z -
CENTER2_Z)),0,0) }
#declare foo = function { y - 1 + wave1(x,y,z) + wave2(x,y,z) }
isosurface {
function { foo }
bounded_by {box{<-50,0,-50>,<50,2,50>}}
pigment { color rgb <0.5,0.5,1.0> }
finish {
phong 0.5
//metallic
}
scale <1,2,1> // lets exagerate it!
translate <0,1,0>
}
/ Mathias Broxvall
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