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"Warp" <war### [at] tagpovrayorg> wrote in message
news:45f70986@news.povray.org...
> Eric <[firstname]@theothersideofthenet.com> 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.
>
> Heightfields can be generated from user-defined functions.
>
> --
> - Warp
http://news.povray.org/povray.binaries.images/thread/%3Cweb.45d9a3a3e460fb2bc150d4c10%40news.povray.org%3E/
The water I use here is made in such a way. The advantage of this too is
that I can dynamically change the resolution of the heightfield whe I want,
so I can give a low resolution to renfder faster while I'm testing other
stuff in the scene and bump the resolution up high for a quality render. If
you'd like, I can post some example code for this tomorrow.
-tgq
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