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Any ideas about making water look as though it is funneling or spiralling as
in a whirlpool. The trick is that it needs to be 3-dimensional and not just
look 3D. Any suggestons would be appreciated.
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Randolph Robnett wrote:
>
> Any ideas about making water look as though it is funneling or spiralling as
> in a whirlpool. The trick is that it needs to be 3-dimensional and not just
> look 3D. Any suggestons would be appreciated.
You could probably do it with isosurfaces in MegaPOV, using some sort of spiral
pattern as the function.
Another possibility is to do it with a heightfield, again a spiral pattern is
should be able to do the job.
--
Margus Ramst
Personal e-mail: mar### [at] peakeduee
TAG (Team Assistance Group) e-mail: mar### [at] tagpovrayorg
Home page http://www.hot.ee/margusrt
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In article <3a2d819b$1@news.povray.org>, "Randolph Robnett"
<rro### [at] midwestnet> wrote:
> Any ideas about making water look as though it is funneling or
> spiralling as in a whirlpool. The trick is that it needs to be
> 3-dimensional and not just look 3D. Any suggestons would be
> appreciated.
There was a thread a while ago about doing this with isosurfaces...in
povray.unofficial.patches, I think, but I couldn't find the exact thread.
The code I came up with in that thread could still be improved, but here
it is:
#declare Vortex =
function {
y+(1/(sqr(x)+sqr(z)+0.3))
+sin(atan2(x,z)*7 + y*10)*0.025
}
isosurface {
function {Vortex(x,y,z)}
threshold 0
eval
max_gradient 4
contained_by {box {<-5,-5,-5>, < 5, 1, 5>}}
pigment {color rgb < 0.5, 0.85, 1>}
}
--
Christopher James Huff
Personal: chr### [at] maccom, http://homepage.mac.com/chrishuff/
TAG: chr### [at] tagpovrayorg, http://tag.povray.org/
<><
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Randolph Robnett wrote in message <3a2d819b$1@news.povray.org>...
> Any ideas about making water look as though it is funneling or
spiralling as
> in a whirlpool. The trick is that it needs to be 3-dimensional and not
just
> look 3D. Any suggestons would be appreciated.
wait a few days for my patch
supporting nonlinear transformations
I think with this stuff this could be possible
as twisted cones and spheres placed around center
but currently this is possible as isosurfaces but need math a little
ABX
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Why everyone suggests all the hard ways of doing the most simple thing?
Isosurfaces? Patched versions for non-linear transformations? Come on!
You really don't need any patched version for this.
camera { location <0,2,-2> look_at y*.2 angle 35 }
light_source { <10,10,-5>, 1 }
#declare WPRadius = 1;
#declare WPCurvRadius = 1.5;
intersection
{ #declare IPH = sqrt(pow(WPCurvRadius,2)-pow(WPRadius,2));
torus { WPRadius, WPCurvRadius translate -y*IPH}
cylinder { 0, y*(WPCurvRadius-IPH), WPRadius }
pigment
{ spiral1 1 color_map { [0 rgb <.5,.75,1>][1 rgb <0,.5,1>] }
turbulence .1
rotate x*90
scale <.1,1,.1>
}
normal
{ spiral1 1 .15 slope_map
{ [0 <0,0>][.25 <.5,1>][.5 <1,0>][.75 <.5,-1>][1 <0,0>] }
rotate x*90
scale <.2,1,.2>
}
finish { specular .5 reflection .3 }
}
--
main(i,_){for(_?--i,main(i+2,"FhhQHFIJD|FQTITFN]zRFHhhTBFHhhTBFysdB"[i]
):_;i&&_>1;printf("%s",_-70?_&1?"[]":" ":(_=0,"\n")),_/=2);} /*- Warp -*/
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Warp wrote in message <3a2e1e7f@news.povray.org>...
> Why everyone suggests all the hard ways of doing the most simple
thing?
>Isosurfaces? Patched versions for non-linear transformations? Come on!
a) selfadvertising
b) lack skills
c) looking long time at one source
d) we are hollow, not inverted
;-)
ABX
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In article <3a2e1e7f@news.povray.org>, Warp <war### [at] tagpovrayorg>
wrote:
> Why everyone suggests all the hard ways of doing the most simple thing?
> Isosurfaces? Patched versions for non-linear transformations? Come on!
> You really don't need any patched version for this.
But...but that doesn't look as realistic! :-)
Really, I prefer the shapes I can get with isosurfaces(though you can
probably do similar ones with lathe or sor), and the fact that the waves
are real waves, not just normal perturbation.
--
Christopher James Huff
Personal: chr### [at] maccom, http://homepage.mac.com/chrishuff/
TAG: chr### [at] tagpovrayorg, http://tag.povray.org/
<><
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Chris Huff <chr### [at] maccom> wrote:
: Really, I prefer the shapes I can get with isosurfaces(though you can
: probably do similar ones with lathe or sor), and the fact that the waves
: are real waves, not just normal perturbation.
Well, if it's a question of principle, then be my guest.
However, if the final image will look almost exactly the same independently
of whether a normal modifier or an isosurface was used, then my opinion is
that small and simple is beatiful.
Rendering speed may be another issue. Which one renders faster, a spiral
normal modifier or an isosurface?
I haven't tested, so I can't know, but I wouldn't be surprised if the
isosurface would be slower.
--
main(i,_){for(_?--i,main(i+2,"FhhQHFIJD|FQTITFN]zRFHhhTBFHhhTBFysdB"[i]
):_;i&&_>1;printf("%s",_-70?_&1?"[]":" ":(_=0,"\n")),_/=2);} /*- Warp -*/
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In article <3a2f9fa7@news.povray.org>, Warp <war### [at] tagpovrayorg>
wrote:
> However, if the final image will look almost exactly the same
> independently of whether a normal modifier or an isosurface was used,
> then my opinion is that small and simple is beatiful.
Well, even a smooth isosurface with a simple spiral normal would look
better than a torus, in my opinion anyway. The shape of the function I
posted is quite different from a torus, and to me looks more like a
whirlpool.
Also, you can get better looking spiral waves with an isosurface
function. Small and simple may be beautiful, but realism counts too.
> Rendering speed may be another issue. Which one renders faster, a
> spiral normal modifier or an isosurface?
If you use a torus CSG, the torus would almost definitely be faster
compared to the function I gave. If you used a lathe or sor...you might
have to use the isosurface just to avoid the artifacts. :-)
--
Christopher James Huff
Personal: chr### [at] maccom, http://homepage.mac.com/chrishuff/
TAG: chr### [at] tagpovrayorg, http://tag.povray.org/
<><
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