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Eric wrote:
> There are many ways I've seen to simulate water, but all are really
> illusions on a uniform surface. So if you have a vertical surface coming
> straight up out of the 'water', you get a perfectly straight line at the
> intersection. What options are there that will form actual height-ripples
> in a surface? I know of bump_map and height_field, all of which require an
> image for the height field, but I'd rather not go that way.
>
> Thanks!
> -Eric
>
>
Bump mapping isn't really implemented in POV-Ray, at least not the way
you're probably thinking from the above.
Most people use isosurfaces, which are surfaces defined by equations.
Here's a simple scene using one:
camera {
location <0,10,-15>
look_at 0
}
isosurface {
function { cos( sqrt(x*x+z*z) ) +y }
threshold 0
max_gradient 1.5
contained_by {box {<-100,-2,-100>,<100,2,100>}}
pigment {color rgb 1/2+z/2}
finish {specular 1/2}
}
light_source {<1,1,-1>*100 color rgb 1}
...Chambers
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