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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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