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I've given this some thought and I suggest using a normal in the camera
statement, with a pattern like ripples being oriented in relation to
where the meteor path line of sight is at. Might take a normal map of
some ingenious design to accomplish.
Well, maybe not ingenious, however here's something I tried just now.
Bob
/* example of creating shockwave in air (no vapor) */
global_settings {
number_of_waves 0
}
#declare Amplitude=0.333; // amount of shockwave effect
#declare Frequency=6; // number of peaks and troughs
#declare xSize=0.5; // lengthwise curvature (or size)
#declare zSize=0.25; // crosswise curvature (more curve when less than
xSize)
#declare xPos=-2; // move ripples off-center
#declare Width=0.45; // pie-slice region of air displacement (<1.0 but
>0.5)
#declare EntryAngle=-30; // angle of attack
#declare Placement=<0.25,-0.075,0>; // offset from center, small values
of x and y (no z)
#declare N0=normal {ripples 0} // dummy normal
#declare N1=normal {ripples Amplitude frequency Frequency scale
<xSize,1,zSize> translate xPos*x}
camera {
location 0
look_at 1*z
normal {radial normal_map {
[Width N0][0.5 N1][1-Width N0]
} ramp_wave rotate 90*x
rotate EntryAngle*z translate Placement}
}
light_source {<10,10,-10>, 1}
sphere {0,1
pigment {gradient y color_map {
[0 color rgb <.9,.6,.3>]
[.1 color rgb <.6,.3,.6>]
[.3 color rgb <.4,.6,.8>]
[.6 color rgb <.2,.4,.6>]
}}
finish {ambient .5}
scale 1000
}
// meteor (test object: note that this really messes up if shockwave is
intense)
cone {-x,1,0,.1 scale <100,10,10>
pigment {granite color_map {
[0 color rgb <.9,.8,.7>]
[1 color rgb <.7,.6,.4>]
}}
finish {ambient .75}
rotate EntryAngle*z translate <25,-5,100> // placing this is only a
guess
no_shadow
}
"kane" <ann### [at] mindspringcom> wrote in message
news:392b3ffd@news.povray.org...
| I'm trying to create the disturbance to the atmosphere as a meteor
| passes through it. Kind of like ripples in the air, that sort of
thing. Is
| there any way in Pov or MegPov to do this?
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