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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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Attachments:
Download 'wrinklewater.jpg' (137 KB)
Preview of image 'wrinklewater.jpg'
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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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> 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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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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> 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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"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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Nice!
With a different texture (and limited in the space) it colud seem crumpled
paper too.
;-)
Paolo
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