|
![](/i/fill.gif) |
"John D. Gwinner" <jgw### [at] hotmail com> wrote in message
news:3b4778d1$1@news.povray.org...
>
> The closest I have so far is an Isosurface, which looks good but when I
> animate it I get something odd: 'phase' identifier in the wrinkles (or waves
> or ripples) causes the surface to move *down* not across, so it causes a
> concavity. I tried different combinations of functions, rotations, etc. and
> it doesn't seem to work. An example - I replaced 'clock' in the phase with
> a .5 so you can see what it looks like.
Changed your script code around a little and got a nice little water surface showing
caustics on
the ground below the isosurface.
#version unofficial MegaPov 0.7;
#declare R=1.0;
#declare R1=R+0.01;
#declare Box = 1;
light_source {<50,200,50> colour rgb 1}
camera { location <5*R, 5*R, -8*R> look_at <0, -1, 0> angle 20}
sky_sphere { pigment {
gradient y
color_map { [0.0 color blue 0.6] [1.0 color rgb 1] }
}
}
plane {y,-1.5
pigment {rgb 1}
finish {diffuse .75}
}
#declare WaveDepth = .5;
#declare WrinklesFunc =
function {
pigment {ripples phase clock
color_map {[0 color rgb 0][1 color rgb 1]
} sine_wave //frequency -1
scale .5
turbulence .1
}
}
isosurface {
function {
y-(sqrt(sqr(x) + sqr(y) + sqr(z))// - 1
- WrinklesFunc(x, y, z) * WaveDepth)/10
}
// threshold .1
// eval
// accuracy .001
max_gradient 3
contained_by{box <-R,-R,-R> <R, R, R>}
material {
texture {
pigment {rgbf <.8, .9, 1, .75 >}
finish {phong 0.5 phong_size 50
// reflection .2
}
}
interior {ior 1.3 caustics 1 fade_distance .1 fade_color <.6,.8,1>}
}
}
I'm not savy enough to know why there is a overall concave surface, as seen when
wrinkles is used
instead of ripples. Mystery to me, sorry I couldn't solve that. However the surface
does move in
a way which you wanted I believe.
I animated it with that ripples pattern and it looked right enough to me. Well, I
take that back,
looks like somethings wrong with the container bounds but I'm not sure.
Bob H.
Post a reply to this message
|
![](/i/fill.gif) |