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After Marc Jacquier's impressive lighthouse images i also tried some new
things concerning breaking waves, here are the results:
http://www.tu-bs.de/~y0013390/pov/water/waves_tst.html
To get the foam look right is quite difficult, the structure of a real
wave is quite complicated when you have a close look. And to keep the
render time reasonable (5-10 hours for these tests without radiosity) i
did not use scattering media so it probably looks much too 'glassy'.
There is surely a lot of room for tweaks, especially directly at the
water line but every additional feature slows down the whole render...
Christoph
--
POV-Ray tutorials, include files, Sim-POV,
HCR-Edit and more: http://www.tu-bs.de/~y0013390/
Last updated 01 May. 2004 _____./\/^>_*_<^\/\.______
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"Christoph Hormann" <chr### [at] gmxde> wrote in message
news:c958jv$89l$1@chho.imagico.de...
Christoph, those images are looking fantastic! Really. My only
concern is that the water looks a little too 'grainy'?
Nice work. I'd be proud if I produced this quality though.
~Steve~
> Christoph
>
> --
> POV-Ray tutorials, include files, Sim-POV,
> HCR-Edit and more: http://www.tu-bs.de/~y0013390/
> Last updated 01 May. 2004 _____./\/^>_*_<^\/\.______
>
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Christoph Hormann wrote:
>
> After Marc Jacquier's impressive lighthouse images i also tried some new
> things concerning breaking waves, here are the results:
>
> http://www.tu-bs.de/~y0013390/pov/water/waves_tst.html
>
> To get the foam look right is quite difficult, the structure of a real
> wave is quite complicated when you have a close look. And to keep the
> render time reasonable (5-10 hours for these tests without radiosity) i
> did not use scattering media so it probably looks much too 'glassy'.
>
> There is surely a lot of room for tweaks, especially directly at the
> water line but every additional feature slows down the whole render...
>
> Christoph
>
number 2.
why, no idea, just looks real
maybe whitefoam is shade less peaky ??
stephen
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c958jv$89l$1@chho.imagico.de...
>
> After Marc Jacquier's impressive lighthouse images i also tried some new
> things concerning breaking waves, here are the results:
I'm honoured :)
> http://www.tu-bs.de/~y0013390/pov/water/waves_tst.html
You made an important step here
Is there no way to make foam break forward? here it looks like it breaks
upwards
I am not a maths freak and have no idea how to get that
Marc
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"stephen parkinson" <ste### [at] zmemw16demoncouk> wrote in message
news:40b63159$1@news.povray.org...
> number 2.
> why, no idea, just looks real
I agree with your choice of number 2. A breaking wave can not look
uniform in any way. Heh... That's nature eh? ;)
>
> maybe whitefoam is shade less peaky ??
Agreed.
~Steve~
>
> stephen
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Marc Jacquier wrote:
> c958jv$89l$1@chho.imagico.de...
>
>>After Marc Jacquier's impressive lighthouse images i also tried some new
>>things concerning breaking waves, here are the results:
>>
>
> I'm honoured :)
>
>
>>http://www.tu-bs.de/~y0013390/pov/water/waves_tst.html
>>
>
> You made an important step here
> Is there no way to make foam break forward? here it looks like it breaks
> upwards
> I am not a maths freak and have no idea how to get that
>
> Marc
For an isosurface function it might look something like:
waves( x, y-z, z ).grey
That might be the polishing touch for this interesting foam sim?
-Sam Benge
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Christoph Hormann wrote:
>
> After Marc Jacquier's impressive lighthouse images i also tried some new
> things concerning breaking waves, here are the results:
>
> http://www.tu-bs.de/~y0013390/pov/water/waves_tst.html
>
> To get the foam look right is quite difficult, the structure of a real
> wave is quite complicated when you have a close look. And to keep the
> render time reasonable (5-10 hours for these tests without radiosity) i
> did not use scattering media so it probably looks much too 'glassy'.
>
> There is surely a lot of room for tweaks, especially directly at the
> water line but every additional feature slows down the whole render...
>
> Christoph
Christoph, I'm guessing that foam is one of two things:
* a foamy function with actual 'air holes' in it, using a really high
max_trace_level
* a noise-perturbed layer of function with a similar function-based
pigment to achieve the foamy look
At any rate, it's a step foward for making more realistic isosurface
waves. As Marc pointed out, a foward motion to the waves (and
eventually, downward?) would make it more realistic.
-Sam Benge
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40B### [at] hotmailcom...
> For an isosurface function it might look something like:
>
> waves( x, y-z, z ).grey
>
> That might be the polishing touch for this interesting foam sim?
>
> -Sam Benge
>
I used that in a version of my waves but it has to be applied only close to
the shore where water depth decreases
Marc
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Christoph Hormann nous apporta ses lumieres ainsi en ce 2004/05/27
13:30... :
>
> After Marc Jacquier's impressive lighthouse images i also tried some
> new things concerning breaking waves, here are the results:
>
> http://www.tu-bs.de/~y0013390/pov/water/waves_tst.html
>
> To get the foam look right is quite difficult, the structure of a real
> wave is quite complicated when you have a close look. And to keep the
> render time reasonable (5-10 hours for these tests without radiosity)
> i did not use scattering media so it probably looks much too 'glassy'.
>
> There is surely a lot of room for tweaks, especially directly at the
> water line but every additional feature slows down the whole render...
>
> Christoph
>
Looks like waves interacting with a strong counter wind whiping the foam
up and back. I actualy saw some photos of and real, right before me,
waves showing prety much what your render does, in fact, without the
text saying otherwise, your images can pass as photos.
Alain
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Alain wrote:
> Looks like waves interacting with a strong counter wind whiping the
> foam up and back. I actualy saw some photos of and real, right
> before me, waves showing prety much what your render does, in fact,
> without the text saying otherwise, your images can pass as photos.
>
i agree with Alain related to second pic. disturbing is only that sky
does not fit 100%ly to scene. it looks a little bit artificial. have
you tried the dark sky from POVRay's scenes folder?
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