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In article <38c2410f@news.povray.org>, "Equiprawn" <equ### [at] tinetie>
wrote:
> However, I had always thought that the way you got a ripling water
> effect was to cycle the phase modifier for the normal from 0 to 1.
> But when I did this (in Moray) using a bozo normal, my pattern
> stayed fixed, and this kind of hard line just moved about the
> texture. What am I doing wrong? What is the correct way to get
> animeted rippling water using normals?
Have you tried other patterns? Maybe you should try using ripples or
waves, or maybe wrinkles. Also, you can use a phase higher than 1 to get
more cycles.
> And just a quick aside question, bould it be possible to use my final
> animated normal as input to a isosurface sphere to get rippling geometry?
No...but you can use the same pattern in a pigment as part of an
isosurface function. This is untested, but should get you started:
#declare WaveFunc =
function {
pigment {wrinkles phase clock*3
color_map {
[0 color Black]
[1 color White]
}
}
}
#declare WaveDepth = 0.3;
isosurface {
function {sqrt(sqr(x) + sqr(y) + sqr(z)) - 1
- (WaveFunc(x, y, z)*WaveDepth)
}
...
}
--
Chris Huff
e-mail: chr### [at] yahoocom
Web page: http://chrishuff.dhs.org/
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