POV-Ray : Newsgroups : povray.binaries.images : Steam Fog: First WIP : Re: Steam Fog: First WIP Server Time
17 May 2024 19:51:11 EDT (-0400)
  Re: Steam Fog: First WIP  
From: Thomas de Groot
Date: 19 Aug 2020 02:38:28
Message: <5f3cc8e4@news.povray.org>
Op 18/08/2020 om 20:17 schreef MichaelJF:
> Am 18.08.2020 um 09:15 schrieb Thomas de Groot:
>> Op 17/08/2020 om 19:11 schreef MichaelJF:
>>> Am 17.08.2020 um 08:45 schrieb Thomas de Groot:
>>>> Op 16/08/2020 om 18:27 schreef Bald Eagle:
>>>>> MichaelJF <mi-### [at] t-onlinede> wrote:
>>>>>> I failed to
>>>>>> model this thin slice of white in the reflections in the original
>>>>>> photography so far. But I think to "forget" it, is a venial sin.
>>>>>
>>>>> Maybe you can add a cylinder of media that is bisected by the 
>>>>> water's surface?
>>>>> Or layer an AOI texture onto the water?
>>>>>
>>>>> Other than that, I'd look to prior art in the archives, or in other 
>>>>> graphics
>>>>> groups...
>>>>>

>>>>>
>>>>>
>>>>>
>>>>
>>>> Great job indeed. First thing I thought concerning this issue was: 
>>>> Tom York's diffuse modulation. Maybe it can help you: see his 
>>>> comment in the following thread:
>>>>
>>>>
http://news.povray.org/povray.newusers/thread/%3Cweb.4393311ed86e519e4114da700@news.povray.org%3E/?ttop=338362&toff=650

>>>>
>>>>
>>> Thank you both for your suggestions. May be the addition of an other 
>>> media may cure the problem but I had a lot of difficulties to adjust 
>>> the media as they are so far and will not risk to disturb them by 
>>> another one. The other approach proposed by Thomas is the use of a 
>>> texture_map to the lake similiar to the construction of my 
>>> sky_sphere. Fortunatelly air has no ripples or waves and is more 
>>> predictable as water. May be I must have more patience in modellng a 
>>> filtering disc with a proper scaled hole
>>>
>>> disc {





>>> }
>>>
>>> Best regards
>>> Michael
>>>
>>
>> Best approach I guess is the one made by Jaime Vives Piqueres. I have 
>> been working with his code lately for a couple of months (adding foam 
>> to sea water for instance; see my 'Nature Beyond' thread).
>>
>> See the following link for the technical aspects:
>>
>> http://www.ignorancia.org/index.php/galleries/old-images/sea-buoy/
>>
> Hello Thomas,
> 
> you did a very good job in adding foam to Jaime's sea and added a very 
> nice whale. First I tried an isosurface similiar to Jaime's approach but 
> I decided against it since it looked to much like sea with storms and 
> tides and so on and not like a quiet lake.
> 

I am beginning to wonder if I understand your problem correctly. It is 
the reflection of the Sun's disk on the water surface, isn't it? If so, 
this is solved very nicely imo by the finish block of the water and the 
finish block only. Jaime uses the following code for his (sea) water 
surface:

   finish { // borrowed from Christoph Hormann
     diffuse 0.5
     reflection {
       0.0, 1.0
       fresnel on
       falloff 1
     }
     conserve_energy
     specular 0.8
     roughness 0.0035
   }

The use of this results in the image attached. My earlier suggestion 
about Tom York's diffuse modulation works well on opaque surfaces. I 
realise now that it would be difficult to implement correctly on a water 
surface.

I am sorry if I confused you with information not entirely up to the point.

-- 
Thomas


Post a reply to this message


Attachments:
Download 'jvp_sea_kw4.png' (517 KB)

Preview of image 'jvp_sea_kw4.png'
jvp_sea_kw4.png


 

Copyright 2003-2023 Persistence of Vision Raytracer Pty. Ltd.