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I've been working on getting a good fountain effect for a while and this is
as far as I've gotten. I'm hoping someone can toss in a few comments to
help improve it since I keep thinking that it's good, but not great.
Right now the water is just textured with
texture {
pigment { color rgbt <0.9, 0.95, 1.0, 0.9 > }
finish { reflection {0.0, 0.7} }
}
Mike
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Attachments:
Download 'example_scene.png' (358 KB)
Preview of image 'example_scene.png'
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Is your fountain object csg?
I use the Liquid Spray include file by Chris Colefax.
http://www.geocities.com/SiliconValley/Lakes/1434/spray.html
Rune has one on his site that uses the newer features of POV (f/ex. the Trace
macro, media, etc.). http://www.runevision.com
Regards,
ADB
Mike Kost wrote:
> I've been working on getting a good fountain effect for a while and this is
> as far as I've gotten. I'm hoping someone can toss in a few comments to
> help improve it since I keep thinking that it's good, but not great.
>
> Right now the water is just textured with
>
> texture {
> pigment { color rgbt <0.9, 0.95, 1.0, 0.9 > }
> finish { reflection {0.0, 0.7} }
> }
>
> Mike
>
> ------------------------------------------------------------------------
> [Image]
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"Anthony D. Baye" <ant### [at] goldsdsmtedu> wrote in message
news:4174977C.C2FE2DA7@gold.sdsmt.edu...
> Is your fountain object csg?
>
> I use the Liquid Spray include file by Chris Colefax.
> http://www.geocities.com/SiliconValley/Lakes/1434/spray.html
>
> Rune has one on his site that uses the newer features of POV (f/ex. the
Trace
> macro, media, etc.). http://www.runevision.com
>
> Regards,
>
> ADB
>
it looked to me like it was a simple geometric shape, but the actual
fountain effects were created by some fancy texture. i'd like to know how it
was made. it's interesting.
Post a reply to this message
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Anthony D. Baye wrote:
> Is your fountain object csg?
>
> I use the Liquid Spray include file by Chris Colefax.
> http://www.geocities.com/SiliconValley/Lakes/1434/spray.html
>
> Rune has one on his site that uses the newer features of POV (f/ex. the
> Trace macro, media, etc.). http://www.runevision.com
>
> Regards,
>
> ADB
Anthony,
Thanks for the links to a few particle systems that do water-type effects.
See my other post on how this was created.
Mike
Post a reply to this message
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> "Anthony D. Baye" <ant### [at] goldsdsmtedu> wrote in message
> news:4174977C.C2FE2DA7@gold.sdsmt.edu...
>> Is your fountain object csg?
>>
>> I use the Liquid Spray include file by Chris Colefax.
>> http://www.geocities.com/SiliconValley/Lakes/1434/spray.html
>>
>> Rune has one on his site that uses the newer features of POV (f/ex. the
> Trace
>> macro, media, etc.). http://www.runevision.com
>>
>> Regards,
>>
>> ADB
>>
>
> it looked to me like it was a simple geometric shape, but the actual
> fountain effects were created by some fancy texture. i'd like to know how
> it was made. it's interesting.
Anthony and Ross,
This was created by a quick Perl script I wrote that was in essence a
particle system simulator that creates a blobbed collection of /a lot/ of
spheres in an include file. I wrote the script mostly for a mental
exercise, but then I started liking the result and got serious. The
rendering has a relatively uniform look because there's no 'jitter' in
system to preturb a uniform flight (that's next). Because it's a bunch of
blobbed spheres, it does give a good watery surface normal.
I did a separate rendering with fresnel reflection (and AA) and it gives an
entirely different result.
Mike
Post a reply to this message
Attachments:
Download 'example_scene.png' (340 KB)
Preview of image 'example_scene.png'
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Hi Mike,
As it is the density seems to be rather uniform.
Conservation of matter would require that the number of particles is
proportional to the circumference at that level. If you take
gravity into account the lower levels will be even less populated
than the higher levels.
Post a reply to this message
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andrel wrote:
>
> Hi Mike,
>
> As it is the density seems to be rather uniform.
> Conservation of matter would require that the number of particles is
> proportional to the circumference at that level. If you take
> gravity into account the lower levels will be even less populated
> than the higher levels.
Andrel,
Yeah, that is a problem. I should be able to correct for it by tweaking the
blob threshold. Lemmie give it a go and see how it turns out.
Mike
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Mike Kost nous apporta ses lumieres ainsi en ce 2004-10-21 12:51... :
>andrel wrote:
>
>
>>Hi Mike,
>>
>>As it is the density seems to be rather uniform.
>>Conservation of matter would require that the number of particles is
>>proportional to the circumference at that level. If you take
>>gravity into account the lower levels will be even less populated
>>than the higher levels.
>>
>>
>
>Andrel,
>
>Yeah, that is a problem. I should be able to correct for it by tweaking the
>blob threshold. Lemmie give it a go and see how it turns out.
>
>Mike
>
>
Modulate the strenght and the spacing of the elements. The threshold
affect the whole blob, strenght affect each element separately.
The number of element at a given radius should be constant and the
vertical spacing dependant on the vertical position.
Alain
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