POV-Ray : Newsgroups : povray.binaries.images : Water: povray play with -1000 Server Time
5 May 2024 01:38:10 EDT (-0400)
  Water: povray play with -1000 (Message 11 to 20 of 40)  
<<< Previous 10 Messages Goto Latest 10 Messages Next 10 Messages >>>
From: dick balaska
Subject: Re: Water: povray play with -1000
Date: 26 Mar 2016 12:31:27
Message: <56f6b95f$1@news.povray.org>
Am 2016-03-26 04:49, also sprach Thomas de Groot:
>
> My memory played me wrong. Not Tim Nikias but Tek. With his code it
> seems I did this.
>
Neat. It looks like a hybrid tracing/painting.  The sails: traced. The 
sea foam and clouds: painting!


-- 
dik


Post a reply to this message

From: Anthony D  Baye
Subject: Re: Water: povray play with -1000
Date: 26 Mar 2016 21:05:00
Message: <web.56f730aac8daa11fd6b6fe10@news.povray.org>
It would be very involved to create realistic animations of an ocean surface.

This page: http://www.portageinc.com/community/pp/break.aspx

talks about the physics of various types of ocean waves.  The main ones you
would have to consider are:

Deep water waves - classified as having a depth of over half their wavelength.
Shallow waves - classified as having a depth less than 1/20th of their
wavelength.
Wind waves - caused by air currents moving over the surface of a the water.
Tidal waves - primarily caused by gravity of an orbiting body.

You would also have to simulate Stokes Drift.

The best way to do all of this, in my opinion would be to use a combination of
height-fields for topology and particles for spray.  The surface and spray would
be recalculated with each frame, which could take several seconds to several
minutes, depending on the scale.

you would have to cache the particles created in previous frames, so they can be
re-rendered in subsequent frames.  These particles would have to have a velocity
vector and a lifespan.

if you have the patience to dig through nicely written, but uncommented code,
you might be able to cobble together some simulation parameters from these:

https://www.shadertoy.com/view/Ms2SD1
http://david.li/waves/

Regards,
A.D.B.


Post a reply to this message

From: Thomas de Groot
Subject: Re: Water: povray play with -1000
Date: 27 Mar 2016 03:10:14
Message: <56f78756$1@news.povray.org>
On 26-3-2016 14:06, LanuHum wrote:
> 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?
>

I misunderstood, sorry. From your earlier post I thought you wanted to 
/animate/ the sea surface.

- The texture of Tek's sea (2006) is not mine but Tek's ;-) I attach the 
file; please note that my sailing ship is /not/ included: you have to 
comment it out at the end of the file.

- In the same way, the texture by Marc Jacquier (2003) is /not/ mine ;-) 
I also attach the file.

-- 
Thomas


Post a reply to this message


Attachments:
Download 'utf-8' (18 KB) Download 'us-ascii' (11 KB)

From: Thomas de Groot
Subject: Re: Water: povray play with -1000
Date: 27 Mar 2016 03:12:11
Message: <56f787cb@news.povray.org>
On 26-3-2016 17:31, dick balaska wrote:
> Am 2016-03-26 04:49, also sprach Thomas de Groot:
>>
>> My memory played me wrong. Not Tim Nikias but Tek. With his code it
>> seems I did this.
>>
> Neat. It looks like a hybrid tracing/painting.  The sails: traced. The
> sea foam and clouds: painting!
>
>

Except for the ship, all else is Tek's, but I agree, it looks like a 
painting and that was also my original intention thinking about Dutch 
17th century marines.

-- 
Thomas


Post a reply to this message

From: Thomas de Groot
Subject: Re: Water: povray play with -1000
Date: 27 Mar 2016 03:13:59
Message: <56f78837$1@news.povray.org>
On 27-3-2016 3:00, Anthony D. Baye wrote:
> It would be very involved to create realistic animations of an ocean surface.
>

It is not my intention. I misinterpreted something Lanuhum wrote in an 
earlier post. It would be neat to do but way beyond my capacities.

-- 
Thomas


Post a reply to this message

From: LanuHum
Subject: Re: Water: povray play with -1000
Date: 27 Mar 2016 05:05:01
Message: <web.56f7a17ec8daa117a3e03fe0@news.povray.org>
Thomas de Groot <tho### [at] degrootorg> wrote:
> On 27-3-2016 3:00, Anthony D. Baye wrote:
> > It would be very involved to create realistic animations of an ocean surface.
> >
>
> It is not my intention. I misinterpreted something Lanuhum wrote in an
> earlier post. It would be neat to do but way beyond my capacities.
>
> --
> Thomas

Thomas, I will look at your files, thanks!
But, I want to take methodical result.
The blender has tools for creation of waves.
Example: on the picture 3 waves.
Speed, height, width, life time, dumping is set up for each wave separately.
I hope, a script I will be able to create a large number of waves.
Now I need to add a pattern for normal. What?


Post a reply to this message


Attachments:
Download 'sea_wip.blend.jpg' (134 KB)

Preview of image 'sea_wip.blend.jpg'
sea_wip.blend.jpg


 

From: LanuHum
Subject: Re: Water: povray play with -1000
Date: 27 Mar 2016 05:25:01
Message: <web.56f7a651c8daa117a3e03fe0@news.povray.org>
Thomas de Groot <tho### [at] degrootorg> wrote:
> On 26-3-2016 14:06, LanuHum wrote:
> > 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?
> >
>
> I misunderstood, sorry. From your earlier post I thought you wanted to
> /animate/ the sea surface.
>
> - The texture of Tek's sea (2006) is not mine but Tek's ;-) I attach the
> file; please note that my sailing ship is /not/ included: you have to
> comment it out at the end of the file.
>
> - In the same way, the texture by Marc Jacquier (2003) is /not/ mine ;-)
> I also attach the file.
>
> --
> Thomas

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. :(


Post a reply to this message


Attachments:
Download 'scene.jpg' (98 KB)

Preview of image 'scene.jpg'
scene.jpg


 

From: LanuHum
Subject: Re: Water: povray play with -1000
Date: 27 Mar 2016 05:35:00
Message: <web.56f7a8cac8daa117a3e03fe0@news.povray.org>
If somebody wants to try to set up a texture on a mesh2 I attach the file:


Post a reply to this message


Attachments:
Download 'sea.7z.zip' (295 KB)

From: Thomas de Groot
Subject: Re: Water: povray play with -1000
Date: 27 Mar 2016 07:39:14
Message: <56f7c662$1@news.povray.org>
On 27-3-2016 11:01, LanuHum wrote:
> Now I need to add a pattern for normal. What?
>

I think a smaller wave pattern would do or a crackle pattern elongated 
parallel to the waves. Crackle seems to be used preferentially in both 
tek's as Jacquier's code.

-- 
Thomas


Post a reply to this message

From: Thomas de Groot
Subject: Re: Water: povray play with -1000
Date: 27 Mar 2016 07:44:41
Message: <56f7c7a9$1@news.povray.org>
On 27-3-2016 11:22, LanuHum wrote:
> 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. :(
>

LOL this looks like leather! It could be useful as foam otoh. Not too 
good indeed as sea water. What about scaling it much larger and more 
elongated?

It has been a long time since I worked on a seascape...

-- 
Thomas


Post a reply to this message

<<< Previous 10 Messages Goto Latest 10 Messages Next 10 Messages >>>

Copyright 2003-2023 Persistence of Vision Raytracer Pty. Ltd.