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Can anyone help me, I am trying to create water ripples that animate.
I was trying to use 'phase = clock' in the normal statement but it does
seem kind of fake and the ripples never die down or get smaller away
from the initial location as well as looking realy bad where it meets
the high field.
I looked in the Pov docs, but it didnt say much.
Can anyone help.
thanks,
--
__________________________________________________
| Oliver
Batchelor |
| Email :
Bat### [at] netaccessconz |
|Homepage :
http://users.netaccess.co.nz/Batch/ |
|_________________________________________________|
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Hi Oliver,
check out the thread you started in povray.binaries.animations
The conclusion was that the phase statement DO NOT alter the surface in any
way, it just LOOKS like the waves are there, another approach (not directly
in POV?) is needed I'm afraid....
-K
Oliver Batchelor wrote in message <355910EA.BA626E5C@netaccess.co.nz>...
>Can anyone help me, I am trying to create water ripples that animate.
>I was trying to use 'phase = clock' in the normal statement but it does
>seem kind of fake and the ripples never die down or get smaller away
>from the initial location as well as looking realy bad where it meets
>the high field.
>
>I looked in the Pov docs, but it didnt say much.
>Can anyone help.
>
>thanks,
>--
>__________________________________________________
>| Oliver
>Batchelor |
>| Email :
>Bat### [at] netaccessconz |
>|Homepage :
>http://users.netaccess.co.nz/Batch/ |
>|_________________________________________________|
>
>
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Kent Friberg <kef### [at] NoSpamThanxonlineno> wrote:
> Hi Oliver,
> check out the thread you started in povray.binaries.animations
>
> The conclusion was that the phase statement DO NOT alter the surface in any
> way, it just LOOKS like the waves are there, another approach (not directly
> in POV?) is needed I'm afraid....
>
How about using the isosurface patch to represent the water surface
with a function. Try this:
// Persistence of Vision Ray Tracer Scene Description File
// File: ripples.pov
// Vers: Isosurface patch
// Desc: Some simple ripples
// Date: 980513
// Auth: Mathias Broxvall
#include "Colors.inc"
#include "Skies.inc"
camera {
location <0.0 , 12.0 ,-16.0>
look_at <0.0 , 1.0 , 1.5>
}
light_source { <0,20,0> color rgb 1 }
#declare STRENGTH1 = 1.0
#declare SCALE1 = 1.0
#declare OFFSET1 = clock*5.0
#declare CENTER1_X = -6.0
#declare CENTER1_Z = 0.0
#declare STRENGTH2 = 0.7
#declare SCALE2 = 1.0
#declare OFFSET2 = clock*5.0
#declare CENTER2_X = 7.0
#declare CENTER2_Z = 3.0
#declare wave1Fun = function { STRENGTH1 / (x+1+OFFSET1) * sin(SCALE1 *
(x-OFFSET1)) }
#declare wave1 = function { wave1Fun(sqrt(sqr(x - CENTER1_X)+sqr(z -
CENTER1_Z)),0,0) }
#declare wave2Fun = function { STRENGTH2 / (x+1+OFFSET2) * sin(SCALE2 *
(x-OFFSET2)) }
#declare wave2 = function { wave2Fun(sqrt(sqr(x - CENTER2_X)+sqr(z -
CENTER2_Z)),0,0) }
#declare foo = function { y - 1 + wave1(x,y,z) + wave2(x,y,z) }
isosurface {
function { foo }
bounded_by {box{<-50,0,-50>,<50,2,50>}}
pigment { color rgb <0.5,0.5,1.0> }
finish {
phong 0.5
//metallic
}
scale <1,2,1> // lets exagerate it!
translate <0,1,0>
}
/ Mathias Broxvall
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