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15 Nov 2024 22:23:29 EST (-0500)
  water (Message 1 to 9 of 9)  
From: Woland
Subject: water
Date: 13 Nov 2007 22:55:00
Message: <web.473a70ecfb3314dafee3b57f0@news.povray.org>
hello.
I'm trying to make real looking water. This is first attempt. Any sugestions?


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From: scott
Subject: Re: water
Date: 14 Nov 2007 05:04:41
Message: <473ac839$1@news.povray.org>
> hello.
> I'm trying to make real looking water. This is first attempt. Any 
> sugestions?

Looks good so far.  Make a real looking sky first, then that will help the 
water look real.


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From: Trevor G Quayle
Subject: Re: water
Date: 14 Nov 2007 10:25:00
Message: <web.473b13371408cf6cc150d4c10@news.povray.org>
"Woland" <ziz### [at] wppl> wrote:
> hello.
> I'm trying to make real looking water. This is first attempt. Any sugestions?

Looking good so far.  As has been suggested, a sky would look nicer.  Often with
materials such as water, what they reflect is just as important in their look as
other attributes.  A little environment can go a long way, you can even just try
a simple environment map (or use an HDR one if using the beta or megaPOV)

A few suggestions from my experiences:

Isosurface or heightfield?  There are advantages to both.  Isosurfaces have much
better resolution, whereas heightfields are quicker (isosurfaces can add a lot
to render time, heightfields add mostly to parse time).  But, using a high
enough resolution on a heightfield can make the differences almost
indistinguishable.  Have a look at both perhaps.

Fresnel reflection > variable reflection > non-variable reflection (fresnel is
variable, just different model)

I like to make the surface clear (rgbt 1) and let the interior do the work.
Make use of fade_distance, fade_power (use 1000 for exponential, read the docs
on attentuation) and fade_colour. Even better is to make use of media instead,
scattering and absorption.

Hope this helps.

-tgq


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From: Trevor G Quayle
Subject: Re: water
Date: 14 Nov 2007 11:55:00
Message: <web.473b27991408cf6cc150d4c10@news.povray.org>
"Trevor G Quayle" <Tin### [at] hotmailcom> wrote:
> "Woland" <ziz### [at] wppl> wrote:
> > hello.
> > I'm trying to make real looking water. This is first attempt. Any sugestions?
>
> Looking good so far.  As has been suggested, a sky would look nicer.  Often with
> materials such as water, what they reflect is just as important in their look as
> other attributes.  A little environment can go a long way, you can even just try
> a simple environment map (or use an HDR one if using the beta or megaPOV)
>
> A few suggestions from my experiences:
>
> Isosurface or heightfield?  There are advantages to both.  Isosurfaces have much
> better resolution, whereas heightfields are quicker (isosurfaces can add a lot
> to render time, heightfields add mostly to parse time).  But, using a high
> enough resolution on a heightfield can make the differences almost
> indistinguishable.  Have a look at both perhaps.
>
> Fresnel reflection > variable reflection > non-variable reflection (fresnel is
> variable, just different model)
>
> I like to make the surface clear (rgbt 1) and let the interior do the work.
> Make use of fade_distance, fade_power (use 1000 for exponential, read the docs
> on attentuation) and fade_colour. Even better is to make use of media instead,
> scattering and absorption.
>
> Hope this helps.
>
> -tgq

Another little trick to try is adding premapped caustics.  Have a look at the
ones found here:
http://www.dgp.toronto.edu/~stam/reality/Research/PeriodicCaustics/index.html

I like #8 best (there are several files in each zip that are periodic for
animating, all the maps all tileable too.

You apply it by mapping it to a plane (make sure it is hollow for media effects)
or flat box just above or below the water surface with no_reflection and
no_image and using it as a filter map and it produces filtered shadows that
look like proper caustics.  I find the best way is to convert it to a function
pattern, then you have better control of the filtering properties:

//START
#declare PIMAGE = function {pigment{image_map {sys "Caus.bmp" interpolate 2}
rotate x*90}}
#declare CausMap= pigment{function{PIMAGE(x,y,z).gray} colour_map{[0 rgbt 0][1
rgbt 2]}}

plane{y,0 hollow pigment{CausMap scale 300} hollow no_image no_reflection}
//END

Notes:
Make sure you reorient the map to the same plane as the water (i.e. image map on
x-y plane, rotate it to x-z plane!)

Black areas have 0 transparency - opaque
White areas get 2 transparency - actually increases the colour intensity
This should be approximately how real caustics are with brighter and darker
areas, but the average brightness still approximately 1.

-tgq


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From: Leef me
Subject: Re: water
Date: 14 Nov 2007 14:15:01
Message: <web.473b48fd1408cf6c2a7b15450@news.povray.org>
"Trevor G Quayle" <Tin### [at] hotmailcom> wrote:
> "Trevor G Quayle" <Tin### [at] hotmailcom> wrote:
> > "Woland" <ziz### [at] wppl> wrote:
> > > hello.
> > > I'm trying to make real looking water. This is first attempt. Any sugestions?
> >
>
> Another little trick to try is adding premapped caustics.  Have a look at the
> ones found here:
> http://www.dgp.toronto.edu/~stam/reality/Research/PeriodicCaustics/index.html
>
>
> -tgq

Take a look at the rest of Jos Stam's website, especially
http://www.dgp.toronto.edu/~stam/suomi/stam/aperiodic.html

I don't understand the background info about caustics
but maybe this guy does -- and a Caustics Generator, open source, free!
http://www.lysator.liu.se/~kand/caustics/

He also references Jos Stam's website

HTH,
Leef_me


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From: Tim Attwood
Subject: Re: water
Date: 14 Nov 2007 15:51:15
Message: <473b5fc3@news.povray.org>
> I'm trying to make real looking water. This is first attempt. Any 
> sugestions?

Your water looks perty good so far.

Have a look at Christoph's water tutorial.
http://www.imagico.de/pov/water/index.html


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From: Paean
Subject: Re: water
Date: 15 Nov 2007 00:25:00
Message: <web.473bd7721408cf6c7a3507ca0@news.povray.org>
Wonderful.

Hi, Woland, would u please share the texture of the water?

"Woland" <ziz### [at] wppl> wrote:
> hello.
> I'm trying to make real looking water. This is first attempt. Any sugestions?


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From: Woland
Subject: Re: water
Date: 15 Nov 2007 01:05:00
Message: <web.473be0c61408cf6cfee3b57f0@news.povray.org>
"Paean" <Pae### [at] gmailcom> wrote:
> Wonderful.
>
> Hi, Woland, would u please share the texture of the water?
>
> "Woland" <ziz### [at] wppl> wrote:
> > hello.
> > I'm trying to make real looking water. This is first attempt. Any sugestions?


Its a simple isosurface with multifractal function added to make big waves and
noise function added to make a smaller waves (thanks that lines at bottom of
pool are "broken"). and texture is {rgbt 0.9} and material is {ior 1.33}, with
photons added. now im working at material (fade distance, color, etc....)
thanks all for advices.


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From: Woland
Subject: Re: water
Date: 4 Dec 2007 18:25:00
Message: <web.4755e1a81408cf6c1831e3550@news.povray.org>
I was trying to do something using that water, but it looks crap :(


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