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From: Kirk Andrews
Subject: Waterfall Attempts
Date: 14 Dec 2006 15:45:01
Message: <web.4581b746ba211b1f9033e1160@news.povray.org>
I'm working on a scene that will (hopefully) feature numerous small
waterfalls.  I'm hoping to come up with something that doesn't require
complicated media settings and 3 days to render, but I haven't come as far
as I would like. Perhaps someone will have some suggestions?

First I made a waterfall simply using a few stretched spheres with a normal
patter and some specular (center).  It looks decent until you put a
background behind it (left).  So now I'm expiramenting with blobs (right),
but it looks more like an icicle than a waterfall.


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From: Thomas de Groot
Subject: Re: Waterfall Attempts
Date: 15 Dec 2006 03:13:28
Message: <45825928@news.povray.org>
"Kirk Andrews" <kir### [at] hotmailcom> schreef in bericht 
news:web.4581b746ba211b1f9033e1160@news.povray.org...
> I'm working on a scene that will (hopefully) feature numerous small
> waterfalls.  I'm hoping to come up with something that doesn't require
> complicated media settings and 3 days to render, but I haven't come as far
> as I would like. Perhaps someone will have some suggestions?
>

Difficult matter, imho. I have been experimenting with a waterfall last year 
with rather unconclusive results. I used Chris Colefax's spray.inc for the 
waterfall.
See: http://www.geocities.com/SiliconValley/Lakes/1434/#IncludeFiles
It is similar to your first attempt. Especially at close up, it looked 
unrealistic. In the distance, it looked fairly good. I tried media too, but 
that took ages to render indeed.

Still, I think that your first attempt looks best.

Thomas


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From: Florian Jung
Subject: Re: Waterfall Attempts
Date: 15 Dec 2006 03:28:51
Message: <45825cc3@news.povray.org>
Imho you have to add more foam (i.e. more white) to your texture to make 
it look right. You could also remove some reflection and make it less 
transparent.


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From: Martin Magnusson
Subject: Re: Waterfall Attempts
Date: 15 Dec 2006 07:36:35
Message: <458296d3$1@news.povray.org>
Kirk Andrews wrote:
> I'm working on a scene that will (hopefully) feature numerous small
> waterfalls.  I'm hoping to come up with something that doesn't require
> complicated media settings and 3 days to render, but I haven't come as far
> as I would like. Perhaps someone will have some suggestions?

I heard that for some scenes in the new Star Wars movies, where you see 
some waterfalls in the distance (from some fly-by shots on Naboo, I 
think), not unlike the scene on the left in your post, what the special 
effects people did was to pour salt to simulate the waterfalls instead 
of doing it with CGI. So you could try to use something white and opaque 
instead of trying to get a transparent, refractive, etc, water texture.

/martin


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From: Thomas de Groot
Subject: Re: Waterfall Attempts
Date: 15 Dec 2006 07:39:56
Message: <4582979c$1@news.povray.org>
"Martin Magnusson" <mmn### [at] invaliddomain> schreef in bericht 
news:458296d3$1@news.povray.org...
> I heard that for some scenes in the new Star Wars movies, where you see 
> some waterfalls in the distance (from some fly-by shots on Naboo, I 
> think), not unlike the scene on the left in your post, what the special 
> effects people did was to pour salt to simulate the waterfalls instead of 
> doing it with CGI. So you could try to use something white and opaque 
> instead of trying to get a transparent, refractive, etc, water texture.
>

Yes, I think that a purely water texture is a problem for a waterfall. Good 
tip!

Thomas


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From: dlm
Subject: Re: Waterfall Attempts
Date: 15 Dec 2006 09:28:06
Message: <4582b0f6$1@news.povray.org>
"Kirk Andrews" <kir### [at] hotmailcom> wrote in message 
news:web.4581b746ba211b1f9033e1160@news.povray.org...
> I'm working on a scene that will (hopefully) feature numerous small
> waterfalls.  I'm hoping to come up with something that doesn't require
> complicated media settings and 3 days to render, but I haven't come as far
> as I would like. Perhaps someone will have some suggestions?
>

Kirk,
The body of water looks fine. The environment is the problem.
Three thoughts.
terrain - a natural fall, even over a ledge, will have some signs of water 
scour (erosion, valley effect).
vegetation - plants like water - especially in otherwisedry places.
spray fallout - things get wet (and usually darker/more specular)
D


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From: Orchid XP v3
Subject: Re: Waterfall Attempts
Date: 15 Dec 2006 14:37:24
Message: <4582f974$1@news.povray.org>
> but it looks more like an icicle than a waterfall.

Too smooth. Needs to be more irregular, and more foamy. You could 
probably do something with an isosurface (slow) and emission media 
(sloooow)...


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From: Alain
Subject: Re: Waterfall Attempts
Date: 15 Dec 2006 19:37:47
Message: <45833fdb$1@news.povray.org>
Orchid XP v3 nous apporta ses lumieres en ce 15-12-2006 14:37:
>> but it looks more like an icicle than a waterfall.

> Too smooth. Needs to be more irregular, and more foamy. You could 
> probably do something with an isosurface (slow) and emission media 
> (sloooow)...
Emissive media is not that slow, there is no shadowing to compute. Scathering 
media is slow due to self shadowing computation.
Emissive media is probably not what you need in this case.

-- 
Alain
-------------------------------------------------
EVERYTHING HAS A GENDER

You may not know this but many nonliving things have a gender...

A Web Page is Female, because it's always getting hit on.


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From: stm31415
Subject: Re: Waterfall Attempts
Date: 15 Dec 2006 19:40:00
Message: <web.45833db25d5b07bccf1900cc0@news.povray.org>
Yes on the less water-y texture. Especially if you want a photo-like look,
the water blurs into a very strong white. I think either attempt with less
translucency would fit the bill well.

-Sam Bleckley
stm 31415 (at) g mail . com


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From: Orchid XP v3
Subject: Re: Waterfall Attempts
Date: 16 Dec 2006 08:54:37
Message: <4583fa9d$1@news.povray.org>
>> Too smooth. Needs to be more irregular, and more foamy. You could 
>> probably do something with an isosurface (slow) and emission media 
>> (sloooow)...
> Emissive media is not that slow, there is no shadowing to compute. 
> Scathering media is slow due to self shadowing computation.
> Emissive media is probably not what you need in this case.

Erm... I actually meant to write scattering, sorry... :-S


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