POV-Ray : Newsgroups : povray.binaries.images : Wrinkle pattern for water Server Time
13 Nov 2024 05:17:47 EST (-0500)
  Wrinkle pattern for water (Message 1 to 7 of 7)  
From: Slime
Subject: Wrinkle pattern for water
Date: 4 Dec 2004 19:47:35
Message: <41b25aa7@news.povray.org>
In "best pattern for sea animation?" in povray.general, I suggested the
wrinkles pattern. Then I went and actually tried it out to see how it worked
on its own as water (I don't think I've actually seen it in a
straightforward way as a water surface before). This is the result.

It's a little too rounded, but otherwise looks pretty good, I think.
Animating it doesn't look too realistic since the waves move too smoothly.

 - Slime
 [ http://www.slimeland.com/ ]


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From: Mike Thorn
Subject: Re: Wrinkle pattern for water
Date: 4 Dec 2004 22:15:59
Message: <41b27d6f$1@news.povray.org>
Slime wrote:
> In "best pattern for sea animation?" in povray.general, I suggested the
> wrinkles pattern. Then I went and actually tried it out to see how it worked
> on its own as water (I don't think I've actually seen it in a
> straightforward way as a water surface before). This is the result.
> 
> It's a little too rounded, but otherwise looks pretty good, I think.
> Animating it doesn't look too realistic since the waves move too smoothly.

Aside from that big lump in the front centre, I think it's quite good. 
Very choppy-looking. This would be a cool render with a big sailing ship 
off in the distance.

Would you mind sharing your water texture?

~Mike


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From: Slime
Subject: Re: Wrinkle pattern for water
Date: 4 Dec 2004 22:27:14
Message: <41b28012$1@news.povray.org>
> Would you mind sharing your water texture?

This is the water object, it's nothing special:

isosurface {
 function {
  y - f_wrinkles(x/3, 0, z/3)
 }
 contained_by {
  box {
   <-1000,0,-1000>, <1000,1,1000>
  }
 }

 max_gradient 1.7
 accuracy .0001

 texture {
  pigment {
   rgb .3
  }
  finish {
   reflection .8
   specular .7
   roughness .07
  }
 }
}

 - Slime
 [ http://www.slimeland.com/ ]


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From: Rafal 'Raf256' Maj
Subject: Re: Wrinkle pattern for water
Date: 5 Dec 2004 00:00:45
Message: <Xns95B63D709CEF4raf256com@203.29.75.35>
fak### [at] emailaddress news:41b28012$1@news.povray.org

>  function {
>   y - f_wrinkles(x/3, 0, z/3)
>  }

IMHo it might be nicer if avaraged with waves pattern.

How do You suggest to animate it?

-- 
http://www.raf256.com/3d/
Rafal Maj 'Raf256', home page - http://www.raf256.com/me/
Computer Graphics


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From: Slime
Subject: Re: Wrinkle pattern for water
Date: 5 Dec 2004 14:15:21
Message: <41b35e49$1@news.povray.org>
> IMHo it might be nicer if avaraged with waves pattern.

You can always give it a shot. =)

> How do You suggest to animate it?

For a cyclic animation:

#declare animtime = 5; // seconds in animation
#declare translateamnt = animtime * .4; // how much to translate the wrinkle
texture by
#declare transamnt = translateamnt * .2; // how much of that translation is
used to make the beginning match the end by interpolation

isosurface {
 function {
  #if (clock * translateamnt >= transamnt)
   y - f_wrinkles(x/3, clock * translateamnt + 50, z/3)
  #else
   #declare amnt = clock * translateamnt / transamnt;
   y - amnt * f_wrinkles(x/3, clock * translateamnt + 50, z/3) - (1 - amnt)
* f_wrinkles(x/3, (1+clock) * translateamnt + 50, z/3)
  #end
 }
...

 - Slime
 [ http://www.slimeland.com/ ]


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From: Ross
Subject: Re: Wrinkle pattern for water
Date: 6 Dec 2004 10:37:48
Message: <41b47ccc$1@news.povray.org>
"Rafal 'Raf256' Maj" <spa### [at] raf256com> wrote in message
news:Xns95B63D709CEF4raf256com@203.29.75.35...
> fak### [at] emailaddress news:41b28012$1@news.povray.org
>
> >  function {
> >   y - f_wrinkles(x/3, 0, z/3)
> >  }
>
> IMHo it might be nicer if avaraged with waves pattern.
>

I agree that it needs to be averaged with another pattern.


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From: Paolo Gibellini
Subject: Re: Wrinkle pattern for water
Date: 9 Dec 2004 04:31:23
Message: <41b81b6b$1@news.povray.org>
Nice!
With a different texture (and limited in the space) it colud seem crumpled
paper too.
;-)
Paolo


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