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I concur. Here is a simple code fragment that might help. I'm sure
I stole it from someone else so I can't take credit, but it gives you
a starting point for using the clock as a phase modifier. Looking at
the code again I can't think of a worse example, but you work with
what you have, right? :-)
#declare Sea = plane {
y, 0
texture {
T_Silver_1C
normal {
average
normal_map {
[ ripples 0.05 frequency 2 scale 0.05 translate <0, 0,
100000> phase ( clock * -3 ) ]
[ ripples 0.15 frequency 3 scale 0.008 translate <0, 0,
10000> phase -clock ]
[ waves 0.15 frequency 2 scale 0.05 translate <0, 0, 10000>
phase -clock ]
[ wrinkles 0.25 scale 0.01 ]
[ wrinkles 0.001 ]
}
}
}
}
"Ken" <tyl### [at] pacbellnet> wrote in message
news:38877C7B.566F9E75@pacbell.net...
>
>
> Steven Durham wrote:
> >
> > hi group,
> > could someone (Ken Maybe?) direct me to a good tutorial on the basics of
> > animating water with Pov? I am talking about ripples on a pond or waves
in
> > an ocean.
> >
> > thanks.
> > Steven
>
> I know of no tutorials on this subject. Animating breaking waves on the
ocean
> is impossible near as I can tell ( too hard for me anyway) but swells and
> ripples can be simulated using normals along with the "phase" keyword when
> combined with a clock value. You will have to experiment to find values
> that work with the scale of your scene and the properties you wish to
impart
> to them.
>
> Sorry for the vague reply but I don't do many animations and I have never
> tried to animate water except for one attept using a very unortodox
approach
> using height fields to simulate water dropping onto the surface of a pool.
>
> --
> Ken Tyler - 1300+ Povray, Graphics, 3D Rendering, and Raytracing Links:
> http://home.pacbell.net/tylereng/index.html http://www.povray.org/links/
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