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Since there was some request i made an isosurface version of the water
simulation i posted in p.b.a. It's much slower so not very nice for
animating, this picture took 4h30min to render.
Since there are only 40 sine waves, it look a bit too regular, but with
more it would have been even slower.
The code is posted in p.b.s-f.
Christoph
--
Christoph Hormann <chr### [at] gmxde>
IsoWood include, radiosity tutorial, TransSkin and other
things on: http://www.schunter.etc.tu-bs.de/~chris/
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Attachments:
Download 'waves_test02a.jpg' (34 KB)
Preview of image 'waves_test02a.jpg'
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"Christoph Hormann" <chr### [at] gmxde> wrote in message
news:3BFE8F2A.CA3E4E46@gmx.de...
>
> Since there was some request i made an isosurface version of the water
> simulation i posted in p.b.a. It's much slower so not very nice for
> animating, this picture took 4h30min to render.
>
> Since there are only 40 sine waves, it look a bit too regular, but with
> more it would have been even slower.
That 'is' nice Christoph. I've been swimming and fishing in that sea!
>
> The code is posted in p.b.s-f.
Thanks!
~Steve~
>
> Christoph
>
> --
> Christoph Hormann <chr### [at] gmxde>
> IsoWood include, radiosity tutorial, TransSkin and other
> things on: http://www.schunter.etc.tu-bs.de/~chris/
----------------------------------------------------------------------------
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Christoph Hormann wrote
> Since there was some request i made an isosurface version of the water
> simulation i posted in p.b.a.
Much obliged
>It's much slower so not very nice for
> animating, this picture took 4h30min to render.
Only 4 minutes 44 seconds for a 160*120 with no AA on my comp.
I might try the animation <g>
> Since there are only 40 sine waves, it look a bit too regular, but with
> more it would have been even slower.
I don't think it looks too regular. It's amazing what you can simulate
with "simple" math (OK maybe not that simple).
So if I wanted to add more waves I'd change MAX_WAVES in waves.inc
and for the animation I'd put clock in the 3rd parameter of Waves function
call in the .pov file?
-Jide
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> I don't think it looks too regular. It's amazing what you can simulate
> with "simple" math (OK maybe not that simple).
I looked at the code.. Relative simple math?? No no no no.. How dare you!
I wish I could understand these things...
But wouldn't it be very easy to distort the regularity without adding more
sines, but with a normal modifier or warp... That *would* be simple.
Hugo
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Hugo wrote
> I looked at the code.. Relative simple math?? No no no no.. How dare you!
> I wish I could understand these things...
Hehe. That makes two of us (for a start atleast)
> But wouldn't it be very easy to distort the regularity without adding more
> sines, but with a normal modifier or warp... That *would* be simple.
Yes and if large masses of water aren't needed you can just use function n,n
in
a heightfield and then increasing the number of sines doesn't matter that
much
rendertimewise.
-Jide
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Hugo wrote:
>
> But wouldn't it be very easy to distort the regularity without adding more
> sines, but with a normal modifier or warp... That *would* be simple.
>
Yes, using a scaled noise3d would be fairly simple too and would not look
that different, but it would not be good to animate and it won't be
physicallyy realistic either.
Christoph
--
Christoph Hormann <chr### [at] gmxde>
IsoWood include, radiosity tutorial, TransSkin and other
things on: http://www.schunter.etc.tu-bs.de/~chris/
Post a reply to this message
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