POV-Ray : Newsgroups : povray.general : Wave Forms and Normal/Pigment Patterns ? : Re: Wave Forms and Normal/Pigment Patterns ? Server Time
16 Nov 2024 07:14:24 EST (-0500)
  Re: Wave Forms and Normal/Pigment Patterns ?  
From: ReVerSi
Date: 12 Sep 1998 03:52:47
Message: <35FA19FA.7C94@t-online.de>
Ken wrote:
> ..............
>     Anyway I have come to the conclusion that
> surface normals are a poor replacement for a
> physical object that has the right shape.
>     I've decided that rather than trying to imitate
> water and wavy surfaces, with planes and surface
> normals, I'm going to be a rebel and figure out a
> procedural, modeled, methodology for creating
> these surfaces that elude me.
> 
> Thanks for the tips people.
> 
> Ken

Hello,

just another way to do that, is taking heightfields: I've set up for
this purpose an arrangement for creating any .tga files in PoV-Ray,
which in turn I can import into leveller, where I can combine and modify
them, just as I like it (average, sum, difference, partial smoothing,
random noise and and and...) Nearly everything is possible by doing so.

I've generated a primarily still water surface with exactly two centres
of interfering waves by this way. It looks fine. (Image available on
request.)

The setup of the initially used PoV code is something like follows (for
to be used without any additional light source):

//Pov code

camera
{orthographic 
  location  <0.0, 1.0, 0> 
  direction -y           
  up        z                
  right     x            
  look_at   <0.0, 0.0,  0.0> 
}


plane {y, 0 texture{onion texture_map{     //for wave damping [optional]
       [0 pigment {onion color_map{[0, Black]  //for straight waves take
                                   [1, White]} //gradient pattern
                              frequency 18     //play around with this 
                              sine_wave}       //values
                              finish {ambient 1}]
       [1 pigment {Black}
          finish {ambient 1}]      }
              frequency 0.75 sine_wave phase 0.9}
               translate <-0.1, 0, 0.065>
                    }

//End of PoV code


Hope this helps

ReVerSi


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