|
|
|
|
|
|
| |
| |
|
|
|
|
| |
| |
|
|
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...
Post a reply to this message
Attachments:
Download 'night_ocean.jpg' (42 KB)
Preview of image 'night_ocean.jpg'
|
|
| |
| |
|
|
|
|
| |
| |
|
|
"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.
Post a reply to this message
|
|
| |
| |
|
|
|
|
| |
| |
|
|
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
Post a reply to this message
|
|
| |
| |
|
|
|
|
| |
| |
|
|
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
Post a reply to this message
Attachments:
Download 'tek_roughsea_.png' (598 KB)
Preview of image 'tek_roughsea_.png'
|
|
| |
| |
|
|
|
|
| |
| |
|
|
"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.
:)
Post a reply to this message
|
|
| |
| |
|
|
|
|
| |
| |
|
|
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. :)
Post a reply to this message
Attachments:
Download 'surf.blend.jpg' (145 KB)
Preview of image 'surf.blend.jpg'
|
|
| |
| |
|
|
|
|
| |
| |
|
|
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
Post a reply to this message
|
|
| |
| |
|
|
|
|
| |
| |
|
|
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
Post a reply to this message
|
|
| |
| |
|
|
|
|
| |
| |
|
|
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?
Post a reply to this message
|
|
| |
| |
|
|
|
|
| |
| |
|
|
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
Post a reply to this message
|
|
| |
| |
|
|
|
|
| |