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I think you should also investigate:
http://www.imagico.de/pov/water/water_inc.php
--
Thomas
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Thomas de Groot <tho### [at] degrootorg> wrote:
> I think you should also investigate:
> http://www.imagico.de/pov/water/water_inc.php
>
> --
> Thomas
I know this resource.
There is it:
http://www.imagico.de/pov/water/water05.php
#declare Material_001 = texture{
pigment{color srgbft <0.5012,0.9606,0.9037,0.0000,0.0000>}
finish{
diffuse 0.8000
brilliance 1.8000
specular 1.0000
roughness 0.0200
}
normal {
function {
f_ridged_mf(x, y, z, 0.1, 3.0, 7, 0.7, 0.7, 2)
} 0.4
scale <0.01, 0.4, 0.13>*0.2
}
}
It could be very good! :)
But, there is a problem. It's not clear.
Polygons of a wave are expanded more, than other polygons. Shall be on the
contrary (inverse).
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Attachments:
Download 'sea.jpg' (96 KB)
Preview of image 'sea.jpg'
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Thomas de Groot <tho### [at] degrootorg> wrote:
>
> It has been a long time since I worked on a seascape...
>
> --
> Thomas
Yes! Thanks.
To my previous post:
The uv_mapping corrects the form, but
To take good result, long time is necessary. :)
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Attachments:
Download 'normal_with_uv_mapping.jpg' (140 KB)
Preview of image 'normal_with_uv_mapping.jpg'
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> I took from utf-8 normal.
>
> #declare Material_001 = texture{
> pigment{color srgbft <0.5012,0.9606,0.9037,0.0000,0.0000>}
> finish{
> diffuse 0.8000
> brilliance 1.8000
> specular 1.0000
> roughness 0.0200
> }
> normal{
> crackle -2 form <1,0,0>
> scale <.0005,.003,.003>*2
> poly_wave 2
> }
> }
>
> Result is very bad. :(
>
crackle -2 ?
That's an extremely strong normal. Try something gentler, like crackle
-0.2 instead. It should look beter.
Also, you may want to add some turbulence.
Alain
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> Thomas de Groot <tho### [at] degrootorg> wrote:
>> I think you should also investigate:
>> http://www.imagico.de/pov/water/water_inc.php
>>
>> --
>> Thomas
>
> I know this resource.
> There is it:
> http://www.imagico.de/pov/water/water05.php
>
> #declare Material_001 = texture{
> pigment{color srgbft <0.5012,0.9606,0.9037,0.0000,0.0000>}
> finish{
> diffuse 0.8000
> brilliance 1.8000
> specular 1.0000
> roughness 0.0200
> }
> normal {
> function {
> f_ridged_mf(x, y, z, 0.1, 3.0, 7, 0.7, 0.7, 2)
> } 0.4
> scale <0.01, 0.4, 0.13>*0.2
> }
> }
>
> It could be very good! :)
> But, there is a problem. It's not clear.
> Polygons of a wave are expanded more, than other polygons. Shall be on the
> contrary (inverse).
>
Those looks like the ripples caused by a cross wind at the top of the waves.
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Alain <kua### [at] videotronca> wrote:
>
> crackle -2 ?
> That's an extremely strong normal. Try something gentler, like crackle
> -0.2 instead. It should look beter.
> Also, you may want to add some turbulence.
>
>
> Alain
I took from the file without changes.
I play the whole day with parameters, but I don't find an optimal variant.
I will try to create the ocean in the Blender with the internal render and I
will show what I want to achieve on a large scale.
:)
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In the Blender it is possible to make so (look attach).
In Povray so it is impossible to make.
It is necessary to try to bend mesh before export to Povray.
For the static picture there are no problems. For this purpose there is a
'Noise' button.
In case of animation - a problem.
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Attachments:
Download 'normal_displace.jpg' (168 KB)
Preview of image 'normal_displace.jpg'
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Le 02/04/2016 11:54, LanuHum a écrit :
> In the Blender it is possible to make so (look attach).
> In Povray so it is impossible to make.
> It is necessary to try to bend mesh before export to Povray.
> For the static picture there are no problems. For this purpose there is a
> 'Noise' button.
> In case of animation - a problem.
>
I guess you are talking about deforming a mesh
http://wiki.povray.org/content/User:Le_Forgeron#Getting_a_new_mesh_from_a_mesh
It's not in official povray, but in hgpovray.
Of particular interest, if I got the post right: warp & displace.
I used warp to simulate the wind acting on a flag (moving the reproducible warp a bit
between each frame.
As I was making a cycling animation, the movement was a rotation but any paths would
have do )
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On 4/2/2016 11:08 AM, Le_Forgeron wrote:
> Yoda: Yes, run! Yes, a Jedi's strength flows from the Renderer. But beware of the
dark side.
> Mesh, Heightfield, Bicubic Patch; the dark side of the Force are they.
LOL. ;-)
--
Regards
Stephen
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Le_Forgeron <jgr### [at] freefr> wrote:
> Le 02/04/2016 11:54, LanuHum a écrit :
> > In the Blender it is possible to make so (look attach).
> > In Povray so it is impossible to make.
> > It is necessary to try to bend mesh before export to Povray.
> > For the static picture there are no problems. For this purpose there is a
> > 'Noise' button.
> > In case of animation - a problem.
> >
>
> I guess you are talking about deforming a mesh
>
> http://wiki.povray.org/content/User:Le_Forgeron#Getting_a_new_mesh_from_a_mesh
>
> It's not in official povray, but in hgpovray.
>
> Of particular interest, if I got the post right: warp & displace.
>
> I used warp to simulate the wind acting on a flag (moving the reproducible warp a
bit between each frame.
> As I was making a cycling animation, the movement was a rotation but any paths would
have do )
Thanks!
I use your version. But, I don't use exclusive options.
What works what doesn't work? There is no time to check and complain. :)))))
Because I receive similar outputs of the console
File '/tmp/Empty.pov' line 8: Parse Error: No matching } in 'texture',
undeclared identifier 'voronoi' found instead
Fatal error in parser: Cannot parse input.
Render failed
In attachment blender procedural texture "clouds"
But, what equivalent in Povray?
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Attachments:
Download 'clouds.jpg' (12 KB)
Preview of image 'clouds.jpg'
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