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How about using a gradient... like this
#declare Waves =
texture
{
pigment
{
gradient z
color_map
{
[ 0.0 rgbft <0.254902, 0.243137, 0.784314, 0.0, 0.0> ]
[ 0.5 rgbft <0.588235, 0.607843, 0.847059, 0.0, 0.0> ]
[ 1.0 rgbft <0.254902, 0.243137, 0.784314, 0.0, 0.0> ]
}
}
normal
{
gradient <1.0, 0.0, 1.0> , 0.5
slope_map
{
[ 0.0 <0.0 , 0.0> ]
[ 0.5 <1.0 , 0.0> ]
[ 1.0 <0.0 , 0.0> ]
}
}
scale <0.5, 1.0, 1.0>
}
Steve
Ken wrote:
>
> Howdy all !
>
> I have a question about the wave and ripple patterns that
> are used in POV-Ray. It is evident that both use a concentric
> method of implementation. That is to say they form like drop
> rings in a pond.
>
> This is great for modeling fish ponds and swimming
> pools but really makes it difficult to accurately model straight
> line waves as would be produced by a boat or the typical
> wave/swell pattern in the ocean. Certainly you can argue that
> the ocean has a multitude of cross patterns and I won't argue
> with you. But there have been days when I was out fishing
> on the ocean and the swells were very smooth and seemingly
> very straight.
>
> Is there a wave form now available in Pov that I have missed
> that will allow a straight sine wave type pattern ?
> I checked the docs and if it's in there I somehow missed it.
>
> If it's not now available should it be added ?
>
> Would it be difficult to implement a normal pattern like this ?
>
> See below for a list of supported pattern types I compiled from
> the docs.
>
> Seeking your answers, impressions, and opinions on this topic.
>
> This list contains what I believe are all 25 wave forms and
> normal/pigment patterns available in POV-Ray.
>
> Have I missed any ?
>
> Patterns List:
> Agate Checker Hexagon Quilted Spiral2
> Average Crackle Leopard Radial Spotted
> Bozo Dents Mandel Ripples Waves
> Brick Gradient Marble Scalloped Wood
> Bumps Granite Onion Spiral1 Wrinkles
>
> Thanks
>
> Ken
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