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25 Apr 2024 07:15:39 EDT (-0400)
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From: LanuHum
Subject: Water: povray play with -1000
Date: 25 Mar 2016 18:30:01
Message: <web.56f5bb8db518720d7a3e03fe0@news.povray.org>
See:
http://blender3d.org.ua/book/ocean/img/430.jpg
http://blender3d.org.ua/book/ocean/img/432.jpg
http://blender3d.org.ua/book/ocean/img/438.jpg

We can't make it in Povray.
If we will lower the camera below water level...
Where praised caustic of Povray?
I saw lessons here:
http://www.f-lohmueller.de/pov_tut/backgrnd/p_wat1.htm

:) :) :)

I have a lesson of the Blender which was before: night ocean.
I don't represent as to make it in Povray.
If to lower the camera in water...


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From: Anthony D  Baye
Subject: Re: Water: povray play with -1000
Date: 26 Mar 2016 03:30:00
Message: <web.56f63993c8daa11fd6b6fe10@news.povray.org>
"LanuHum" <Lan### [at] yandexru> wrote:
> See:
> http://blender3d.org.ua/book/ocean/img/430.jpg
> http://blender3d.org.ua/book/ocean/img/432.jpg
> http://blender3d.org.ua/book/ocean/img/438.jpg
>
> We can't make it in Povray.
> If we will lower the camera below water level...
> Where praised caustic of Povray?
> I saw lessons here:
> http://www.f-lohmueller.de/pov_tut/backgrnd/p_wat1.htm
>
> :) :) :)
>
> I have a lesson of the Blender which was before: night ocean.
> I don't represent as to make it in Povray.
> If to lower the camera in water...

I believe that PoV-Ray can simulate all of these results.  I know the theory,
but it would probably take someone better than me to do it.

1) start with a solid height_field or isosurface for the water geometry
2) give the water a good material with fade_distance and fade_power
3) use SSLT for the sea foam,or a scattering media with an aoi pattern for the
density.

for caustics, you would need to use photons.

Regards,
A.D.B.


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From: Thomas de Groot
Subject: Re: Water: povray play with -1000
Date: 26 Mar 2016 03:45:54
Message: <56f63e32$1@news.povray.org>
On 25-3-2016 23:28, LanuHum wrote:
> See:
> http://blender3d.org.ua/book/ocean/img/430.jpg
> http://blender3d.org.ua/book/ocean/img/432.jpg
> http://blender3d.org.ua/book/ocean/img/438.jpg
>
> We can't make it in Povray.
> If we will lower the camera below water level...
> Where praised caustic of Povray?
> I saw lessons here:
> http://www.f-lohmueller.de/pov_tut/backgrnd/p_wat1.htm
>
> :) :) :)
>
> I have a lesson of the Blender which was before: night ocean.
> I don't represent as to make it in Povray.
> If to lower the camera in water...
>

Hmmm. Tim Nikias and Marc Jacquier come to mind when ocean surfaces are 
mentioned. I think they (and others, no doubt) did this. Nice sea 
surface by the way :-)

I did this, based on code by Marc by the way:
http://www.irtc.org/ftp/pub/stills/2005-04-30/direpass.jpg

-- 
Thomas


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From: Thomas de Groot
Subject: Re: Water: povray play with -1000
Date: 26 Mar 2016 04:50:27
Message: <56f64d53@news.povray.org>
On 26-3-2016 8:45, Thomas de Groot wrote:
> Hmmm. Tim Nikias and Marc Jacquier come to mind ...
>

My memory played me wrong. Not Tim Nikias but Tek. With his code it 
seems I did this.

-- 
Thomas


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From: LanuHum
Subject: Re: Water: povray play with -1000
Date: 26 Mar 2016 06:00:01
Message: <web.56f65cedc8daa117a3e03fe0@news.povray.org>
"Anthony D. Baye" <Sha### [at] spamnomorehotmailcom> wrote:

>
> I believe that PoV-Ray can simulate all of these results.  I know the theory,
> but it would probably take someone better than me to do it.
>
> 1) start with a solid height_field or isosurface for the water geometry

>
> Regards,
> A.D.B.

It is exotic! How to apply them in animation? If it is necessary to add splashes
and to simulate a sea surf?
To add splashes, I shall have exact coordinates of points of a surface.
But, I am interested in texturing of a mesh and animation of textures.

:)


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From: LanuHum
Subject: Re: Water: povray play with -1000
Date: 26 Mar 2016 06:20:01
Message: <web.56f661d5c8daa117a3e03fe0@news.povray.org>
Thomas de Groot <tho### [at] degrootorg> wrote:

>
> Hmmm. Tim Nikias and Marc Jacquier come to mind when ocean surfaces are
> mentioned. I think they (and others, no doubt) did this. Nice sea
> surface by the way :-)
>
> I did this, based on code by Marc by the way:
> http://www.irtc.org/ftp/pub/stills/2005-04-30/direpass.jpg
>
> --
> Thomas

Sea is mesh?

I want to simulate a sea surf. :)


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From: Stephen
Subject: Re: Water: povray play with -1000
Date: 26 Mar 2016 07:12:57
Message: <56f66eb9$1@news.povray.org>
On 3/26/2016 10:17 AM, LanuHum wrote:
> Thomas de Groot <tho### [at] degrootorg> wrote:
>
>>
>> Hmmm. Tim Nikias and Marc Jacquier come to mind when ocean surfaces are
>> mentioned. I think they (and others, no doubt) did this. Nice sea
>> surface by the way :-)
>>
>> I did this, based on code by Marc by the way:
>> http://www.irtc.org/ftp/pub/stills/2005-04-30/direpass.jpg
>>
>> --
>> Thomas
>
> Sea is mesh?
>
> I want to simulate a sea surf. :)
>

Isosurface If I remember correctly.

-- 

Regards
     Stephen


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From: Thomas de Groot
Subject: Re: Water: povray play with -1000
Date: 26 Mar 2016 08:16:56
Message: <56f67db8$1@news.povray.org>
On 26-3-2016 12:12, Stephen wrote:
> On 3/26/2016 10:17 AM, LanuHum wrote:
>> Thomas de Groot <tho### [at] degrootorg> wrote:
>>
>>>
>>> Hmmm. Tim Nikias and Marc Jacquier come to mind when ocean surfaces are
>>> mentioned. I think they (and others, no doubt) did this. Nice sea
>>> surface by the way :-)
>>>
>>> I did this, based on code by Marc by the way:
>>> http://www.irtc.org/ftp/pub/stills/2005-04-30/direpass.jpg
>>>
>>> --
>>> Thomas
>>
>> Sea is mesh?
>>
>> I want to simulate a sea surf. :)
>>
>
> Isosurface If I remember correctly.
>

Yep. Isosurface.

To make an animation of a sea surface, I just don't know how to do that 
I am afraid.

-- 
Thomas


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From: LanuHum
Subject: Re: Water: povray play with -1000
Date: 26 Mar 2016 09:10:00
Message: <web.56f6895cc8daa117a3e03fe0@news.povray.org>
Thomas de Groot <tho### [at] degrootorg> wrote:

>
> Yep. Isosurface.
>
> To make an animation of a sea surface, I just don't know how to do that
> I am afraid.
>
> --
> Thomas

Thomas!
I don't ask to do animation. You the master to do very beautiful textures. How
to set up and what to use patterns?


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From: Stephen
Subject: Re: Water: povray play with -1000
Date: 26 Mar 2016 09:34:05
Message: <56f68fcd@news.povray.org>
On 3/26/2016 12:16 PM, Thomas de Groot wrote:
> On 26-3-2016 12:12, Stephen wrote:
>> On 3/26/2016 10:17 AM, LanuHum wrote:
>>> Thomas de Groot <tho### [at] degrootorg> wrote:
>>>
>>>>
>>>> Hmmm. Tim Nikias and Marc Jacquier come to mind when ocean surfaces are
>>>> mentioned. I think they (and others, no doubt) did this. Nice sea
>>>> surface by the way :-)
>>>>
>>>> I did this, based on code by Marc by the way:
>>>> http://www.irtc.org/ftp/pub/stills/2005-04-30/direpass.jpg
>>>>
>>>> --
>>>> Thomas
>>>
>>> Sea is mesh?
>>>
>>> I want to simulate a sea surf. :)
>>>
>>
>> Isosurface If I remember correctly.
>>
>
> Yep. Isosurface.
>
> To make an animation of a sea surface, I just don't know how to do that
> I am afraid.
>

Yes, beyond me too and my PC, I suspect.

Using a series of meshes or heightfields should be possible. I remember 
using a 3DMax plugin to create a mesh of bow waves. The resolution was 
not good enough to use in close ups. I think that it could be acceptable 
if you shrouded it in particles for the spray.



-- 

Regards
     Stephen


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