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16 Nov 2024 02:28:44 EST (-0500)
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From: Tim Nikias v2 0
Subject: WIP: "Interactive" Water Surfaces
Date: 18 Mar 2003 18:59:41
Message: <3e77b2ed@news.povray.org>
So, here's just a single frame from one of my two test-animations
for my current WIP. The single was taken from Water_HighAmp,
which just "drops" one high bulge onto the surface and calculates
the effect.
The second animation, Water_Angled, was just an initial test to see
if setting the surface via 3 points worked properly. The surface is
spanned from point 1 to 2, and then from 2 to 3. Thus, I can derive all
information I need from those points. An additional fourth point is required
for the system to know which side of the surface is "up".

Here are the links to the animations:

http://www.digitaltwilight.de/no_lights/mpeg/water_angled.mpg
(This one is 344kb, MPG1)

http://www.digitaltwilight.de/no_lights/mpeg/water_highamp.mpg
(And this one is 438kb, MPG1)

Both may be viewed looping, and I think nice to look out. I'll now move
on to creating objects interact with the surface and creating user-defined
boundaries for the waves (like walls).

I had thought about posting these to povray.binaries.animations, but since
I've just recently posted some stuff there, I'd thought it might be better
to
just hand some links for the animations. Especially since there is not
really
THAT much to be seen, some might not want to download them via the
newsgroups.

Enjoy!

--
Tim Nikias v2.0
Homepage: http://www.digitaltwilight.de/no_lights
Email: Tim### [at] gmxde


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Attachments:
Download 'water_tnw.jpg' (17 KB)

Preview of image 'water_tnw.jpg'
water_tnw.jpg


 

From: Ross Litscher
Subject: Re: "Interactive" Water Surfaces
Date: 18 Mar 2003 20:10:35
Message: <3e77c38b@news.povray.org>
wow, those are freakin cool.


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From: Tim Nikias v2 0
Subject: Re: "Interactive" Water Surfaces
Date: 19 Mar 2003 03:37:52
Message: <3e782c60@news.povray.org>
Thanks! :-)

--
Tim Nikias v2.0
Homepage: http://www.digitaltwilight.de/no_lights
Email: Tim### [at] gmxde

"Ross Litscher" wrote:

> wow, those are freakin cool.
>
>


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From: Kitsune e
Subject: Re: "Interactive" Water Surfaces
Date: 19 Mar 2003 15:45:17
Message: <web.3e78d66df1504c8b102e72380@news.povray.org>
Tim Nikias v2.0 wrote:
>Thanks! :-)
>
>--
>Tim Nikias v2.0
>Homepage: http://www.digitaltwilight.de/no_lights
>Email: Tim### [at] gmxde
>
>"Ross Litscher" wrote:
>
>> wow, those are freakin cool.
>>
>>
>

I agree,  This is the best example of this algorythim I have seen yet!  So
are you making an include, or are you at least going to upload the scenes?
Rune and Christoph posted similar animations, but never gave the source :(


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From: Greg Edwards
Subject: Re: WIP: "Interactive" Water Surfaces
Date: 19 Mar 2003 17:04:33
Message: <1m4mgbgbd2ydu.30kjo5cn46dg.dlg@40tude.net>
Ewww, paradoxical refraction!

Great animation BTW.

-- 
light_source#macro G(E)sphere{z+E*y*5e-3.04rotate-z*E*6pigment{rgbt#end{
20*y-10#local n=162;1}#while(n)#local n=n-.3;G(n)x}}G(-n).7}}#end//GregE


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From: Txemi Jendrix
Subject: RE: "Interactive" Water Surfaces
Date: 19 Mar 2003 17:12:28
Message: <3e78eb4c@news.povray.org>

3e77b2ed@news.povray.org...
> Enjoy!

Woooow, I really do.
I fear I'll never get to that level.
Very beautiful.
Keep it up!!!

Txemi Jendrix
http://www.txemijendrix.com


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From: Tim Nikias v2 0
Subject: Re: "Interactive" Water Surfaces
Date: 19 Mar 2003 17:32:18
Message: <3e78eff2$1@news.povray.org>
I plan on releasing it ASAP, but there are some issues
about how object have to interact with the surface. That
needs some trial-time, and since several planned additions
are likely to change some major parts of the code
(like precalculating walls, instead of just using the surface-
perimeter for reflection of waves; only processing the
nodes which actually contribut to changes of the surface),
I didn't release anything yet.

But as soon as the fundamental part (the setup of the surface,
its handling with boundaries, and speed-ups of parsing) is
implemented, I plan on releasing that along with the
rain-drop algorithm (which just drops some "wave-emitters"
every frame) and the boundary-algorithm, so that it is at least
possible to set a surface and let rain drip on it. The latest
macro, which drops a wave-emitter at a specified point, would
come along, and then there's something for you to toy with. :-)

--
Tim Nikias v2.0
Homepage: http://www.digitaltwilight.de/no_lights
Email: Tim### [at] gmxde

> >
> >"Ross Litscher" wrote:
> >
> >> wow, those are freakin cool.
> >>
> >>
> >
>
> I agree,  This is the best example of this algorythim I have seen yet!  So
> are you making an include, or are you at least going to upload the scenes?
> Rune and Christoph posted similar animations, but never gave the source :(
>


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From: Tim Nikias v2 0
Subject: Re: WIP: "Interactive" Water Surfaces
Date: 19 Mar 2003 17:33:26
Message: <3e78f036@news.povray.org>
How come you think its paradox? The ior is
1.33 => water, thats all. It might look a little
strange with only the top-surface showing though...


--
Tim Nikias v2.0
Homepage: http://www.digitaltwilight.de/no_lights
Email: Tim### [at] gmxde
"Greg Edwards" wrote:

> Ewww, paradoxical refraction!
>
> Great animation BTW.
>


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From: Tim Nikias v2 0
Subject: Re: "Interactive" Water Surfaces
Date: 19 Mar 2003 17:34:34
Message: <3e78f07a$1@news.povray.org>
Thanks for the praise, but what makes you think you'll
never get to that level. You're pretty good as well, you
could give it a try. You also have to keep in mind that
the totally useless codes and attempts before aren't
to be seen on these groups... ;-)

--
Tim Nikias v2.0
Homepage: http://www.digitaltwilight.de/no_lights
Email: Tim### [at] gmxde

> > Enjoy!
>
> Woooow, I really do.
> I fear I'll never get to that level.
> Very beautiful.
> Keep it up!!!
>
> Txemi Jendrix
> http://www.txemijendrix.com
>
>
>


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From: Tim Nikias v2 0
Subject: Re: "Interactive" Water Surfaces
Date: 20 Mar 2003 04:10:31
Message: <3e798587@news.povray.org>
You'll find the first test of interactive-objects here:

http://www.digitaltwilight.de/no_lights/mpeg/water5.mpg
 (This one is 745kb, MPG1)

It's not really the sphere interacting with surface though, but
rather the initial attempt to map a certain position onto the
surface and cause a wave-emitter there. The sphere doesn't
block waves or actually cause them by its size, its just a
single node being influenced here. This will be addressed
later.

This one isn't looping. The algorithm doesn't allow later
adjustments, at least not yet. I'm hoping I can change
that.

Enjoy,
Tim

--
Tim Nikias v2.0
Homepage: http://www.digitaltwilight.de/no_lights
Email: Tim### [at] gmxde


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