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Thanks Warp thats the one I needed
Thanks again
Mick
"Warp" <war### [at] tagpovrayorg> wrote in message
news:3d99db36@news.povray.org...
> Perhaps something like this:
>
> #declare Ripples =
> function { y-sin(pow(x*x+z*z,1/3)+pi/4) }
>
> camera { location <0,15,-20> look_at 0 angle 35 }
> light_source { <100,200,-50>, 1 }
>
> isosurface
> { function { Ripples(x*10,y,z*10) }
> contained_by { box { -<15,1,15>, <15,1,15> } }
> max_gradient 3.4
> scale <1,.5,1>
> pigment { rgb z }
> finish { specular .5 }
> }
>
> The key value which controls the rate of change of the ripples is the
> 1/3 in the exponent of the function. 1/2 (ie. square root) will give
ripples
> at equal distances. Values larger than 1/2 will make the ripples to
increase
> frequency farther away from the origin, while values smaller than 1/2
> (eg. the used 1/3) will decrease the frequency.
> (Note that changing the exponent will also change the overall frequency,
> so the factors in the function call (inside the isosurface) will probably
> need to be adjusted accordingly.)
>
>
> --
> #macro M(A,N,D,L)plane{-z,-9pigment{mandel L*9translate N color_map{[0rgb
x]
> [1rgb 9]}scale<D,D*3D>*1e3}rotate y*A*8}#end M(-3<1.206434.28623>70,7)M(
> -1<.7438.1795>1,20)M(1<.77595.13699>30,20)M(3<.75923.07145>80,99)// -
Warp -
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