POV-Ray : Newsgroups : povray.newusers : Normal problems - waves too 'flat' : Re: Normal problems - waves too 'flat' Server Time
30 Jul 2024 10:19:12 EDT (-0400)
  Re: Normal problems - waves too 'flat'  
From: Hughes, B 
Date: 2 Jul 2004 15:02:16
Message: <40e5b138$1@news.povray.org>
"David Karl" <dka### [at] asninccom> wrote in message
news:40e582c0$1@news.povray.org...
> I tried playing around with just one wave to try and get the desired
effect,
> but the same 'flattening' occurred, and since the wave center was placed
> randomly (well, pseudo-randomly I guess), it didn't really do what I
> wanted... I don't have the older source around anymore, but the 2.2
> documentation even states it used 10 waves by default, so I don't think
it's
> as simple as that changing in current versions. I'll keep plugging at it
> though, any other ideas?

Yes, I don't think it really has anything to do with number_of_waves,
specifically, now that I've looked at it more.

What helps, though, is to use:

 warp { cylindrical orientation y dist_exp 0 }

within the normal statement. And yet I can't get a spherical warp to look
okay, so I'm at a loss to explain anything.

Personal note: I realize waves and ripples patterns are somewhat special;
like checker, hexagon and brick, in that they don't use wave forms
modifiers. I just don't know (or remember) much about the internal code for
them. I'm thinking the best place to find info is in the program source
code, as you mentioned already, or from someone who knows of this particular
thing.

Bob H.


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