POV-Ray : Newsgroups : povray.binaries.images : it even came out "right" Server Time
25 Apr 2024 15:02:14 EDT (-0400)
  it even came out "right" (Message 11 to 20 of 20)  
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From: Melody
Subject: Re: it even came out "right"
Date: 13 Dec 2019 16:40:09
Message: <web.5df4046bbc7d71fb9da690110@news.povray.org>
here's what youre looking at.
after flying over, I think I want to turn up the reflection just a bit more.

#declare Waves =
plane {
  y, 0
  pigment { color rgb c_water }
  finish {
    reflection 0.15
    ambient .3
    diffuse .1
  }
   normal {
          waves 0.1
          rotate y*45
          frequency 500
          scale 510
          phase clock*-.5
    }
}


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From: Alain Martel
Subject: Re: it even came out "right"
Date: 14 Dec 2019 10:55:56
Message: <5df5060c$1@news.povray.org>

> flying over water will take much adjustment to the water.
> didnt look right
> 

That water looks to reflective, don't seems to vary according to the 
incident angle and lack transparency. Did you use a variation of some 
chrome texture ?

You should add an interior :
interior{ior 1.34 fade_color<0.2, 0.35, 0.9> fade_power 1001 
fade_distance ValueDependOnScale} // 1.34 is for sea water
// fade_color for the sea water colour.

Then, use fresnel reflection AND conserve_energy in your finish.

Also, using pigment{rgbt 1} greatly help. Don't forget to add an under 
plane to represent the sea floor.


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From: Alain Martel
Subject: Re: it even came out "right"
Date: 14 Dec 2019 11:00:07
Message: <5df50707$1@news.povray.org>

> color of water. pigment { rgb <1,1,1> - c_H2O_abs }
> c_H2O_abs = rgb <0.272, 0.046, 0.010>;
> 

This is part of your problem with water.

You should use rgbt 1 as your pigment.
Next, use 1-c_H2O_abs as your fade_color.
Use fade_power 1001.
Adjust fade_distance for the scale of your scene.

Don't forget to add an ior. Sea water's IOR is close to 1.34.
Don't forget to use fresnel reflection and conserve_energy.


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From: Melody
Subject: Re: it even came out "right"
Date: 14 Dec 2019 15:25:07
Message: <web.5df54424bc7d71fb9da690110@news.povray.org>
thank you for the input, I was going for a quick sheet of waves the right color.
ior media was done with the Lego pool, and for 10 pixels, even in a short row of
shadows on the bottom of the pool under the boats, took 6 hours

looks like the color of ocean to me. this is 15 seconds on good render time,
sometimes 2 minutes not hours. media animations would need Google's computers.

I was not trying to see the fish, it needed to be fast and look like ocean, I
called success.


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From: Melody
Subject: Re: it even came out "right"
Date: 14 Dec 2019 15:35:07
Message: <web.5df5472cbc7d71fb9da690110@news.povray.org>
Alain Martel <kua### [at] videotronca> wrote:

> > flying over water will take much adjustment to the water.
> > didnt look right

that's was before the adjustment, it was way too reflective and wrong color.
wrong waves factor and wrong scale.

>
> That water looks to reflective,

totally surreal, actually had its pluses.

> don't seems to vary according to the
> incident angle and lack transparency. Did you use a variation of some
> chrome texture ?
>
> You should add an interior :
> interior{ior 1.34 fade_color<0.2, 0.35, 0.9> fade_power 1001
> fade_distance ValueDependOnScale} // 1.34 is for sea water
> // fade_color for the sea water colour.
>
> Then, use fresnel reflection AND conserve_energy in your finish.
>
> Also, using pigment{rgbt 1} greatly help. Don't forget to add an under
> plane to represent the sea floor.

I'd still be working on frame 2 of the fly over.


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From: Melody
Subject: Re: it even came out "right"
Date: 14 Dec 2019 15:45:03
Message: <web.5df54852bc7d71fb9da690110@news.povray.org>
perfectly mottled reflection off Kauai.
water color, and blue sky reflection.
and fast.


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Attachments:
Download 'kauai211.png' (293 KB)

Preview of image 'kauai211.png'
kauai211.png


 

From: Melody
Subject: Re: it even came out "right"
Date: 14 Dec 2019 16:00:06
Message: <web.5df54cecbc7d71fb9da690110@news.povray.org>
I think Amazon space, they got more than we do. still 10 meg max.

https://pasteboard.co/IL9bqBS.gif


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From: Melody
Subject: Re: it even came out "right"
Date: 14 Dec 2019 16:30:00
Message: <web.5df55364bc7d71fb9da690110@news.povray.org>
I think it was Trevor Quayle?? spelling?
showed me sea water.

#declare ior_NaCl_H2O = 1.34; //35g/l
#declare seawater = material {
       texture
       {  pigment { rgbf 1 }
          finish
          {  reflection { 0 0.5 fresnel } conserve_energy
             specular 1 roughness 0.01
          }
          #if (1) normal { n_Sea } #end
       }
       interior
       {  #if (1) ior ior_NaCl_H2O #end
          media
          {  absorption c_H2O_abs
             #if (1) scattering { 3, c_Sea } #end
             method 3
             intervals 1
             samples 3, 3
             aa_level 2
          }
       }
}

and pool water is there also, its in scenes thread


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From: Melody
Subject: Re: it even came out "right"
Date: 14 Dec 2019 16:45:01
Message: <web.5df5577bbc7d71fb9da690110@news.povray.org>
example did not include fade power.
added your comment for further testing,
thank you Alain!

fade_color<0.2, 0.35, 0.9> fade_power 1001


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From: Melody
Subject: Re: it even came out "right"
Date: 15 Dec 2019 12:45:00
Message: <web.5df66ff2bc7d71fb9da690110@news.povray.org>
watching the waves roll in,

..... anywhere from 3-8 seconds between each wave crest. Wind waves range from
9-12 seconds. Ground swells range from 13-15 seconds, and strong ground swells
have a period anywhere from 16-25 or more seconds

normal {

       //phase mod(frame,20) * .05 // 4 secs at 5 fps
       phase mod(frame,100) * .01 // 4 secs at 25 fps


only waves I ever saw, water waves .. heh


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Attachments:
Download 'landingclip20phase.gif' (250 KB)

Preview of image 'landingclip20phase.gif'
landingclip20phase.gif


 

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