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Unless you're viewing the ocean from a distance, I wouldn't recommend
using a surface normal. Also, normals don't animate very well up
close. I'd recommend an Isosurface, or a height field, maybe even both
unless you're talking about very deep water and not shoals or reefs and
such.
Unfortunately, I've never been able to come up with a satisfactory
method for doing this, so you'll have to figure that out yourself unless
somebody else can tell you how to do it.
I did see an animation once, where someone had made the water ripple as
an object move in it, but I can't remember where I saw it.
I hope this helps somewhat.
ADB
Rafal 'Raf256' Maj wrote:
> What pattern would You reccomend for open sea _animation_ ?
>
> plane {
> y , 0
> // ...
> normal { bozo translate clock*y }
> }
>
> isnt too good... something better? normal { waves phase clock } ?
>
> --
> http://www.raf256.com/3d/
> Rafal Maj 'Raf256', home page - http://www.raf256.com/me/
> Computer Graphics
--
//Anthony D. Baye, Student - Comp.Sci.
#default{pigment{rgb<0,.4,1>}finish{reflection 0.3 specular 0.6}}#macro
m(a,g,e)#local A=0;
#while(A<360)#local
am=a*.75;cylinder{vrotate(a*x,A*g*z),vrotate(am*x,(A+135)*g*z)e}
#local A=A+90;#end #local B=0;#while(B<360)sphere{a*x,e rotate
B/2*g*z}#local B=B+1;
#end #end m(2,1,.03)m(2,-1,.03)light_source{<-3,10,-15>,rgb
1}camera{location-7*z look_at 0}
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