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You're getting the hard black line because of the way the bozo patttern is
setup with it's default color map and defualt bump map. You would want to add
the sine_wave keyword to make it look smoother. Like others have suggested, try
different patterns as well. I find that bumps streched along the x axis works
as well as ripples.
Josh
Equiprawn wrote:
> Hallo,
>
> Sorry, this one is probably asked a *lot*, but I can't find anything on the
> web. I want to have a sphere just floating in the air with a rippling whater
> surface. It doesn't need to be to realistic, so normals will do just fine.
>
> However, I had always thought that the way you got a ripling water effect
> was to cycle the phase modifier for the normal from 0 to 1. But when I did
> this (in Moray) using a bozo normal, my pattern stayed fixed, and this kind
> of hard line just moved about the texture. What am I doing wrong? What is
> the correct way to get animeted rippling water using normals?
>
> And just a quick aside question, bould it be possible to use my final
> animated normal as input to a isosurface sphere to get rippling geometry?
>
> Thanks,
>
> Equiprawn
--
Josh English
eng### [at] spiritonecom
ICQ: 1946299
"Stress is when you wake up screaming and realize you haven't fallen asleep
yet."
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