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Howdy all !
I have a question about the wave and ripple patterns that
are used in POV-Ray. It is evident that both use a concentric
method of implementation. That is to say they form like drop
rings in a pond.
This is great for modeling fish ponds and swimming
pools but really makes it difficult to accurately model straight
line waves as would be produced by a boat or the typical
wave/swell pattern in the ocean. Certainly you can argue that
the ocean has a multitude of cross patterns and I won't argue
with you. But there have been days when I was out fishing
on the ocean and the swells were very smooth and seemingly
very straight.
Is there a wave form now available in Pov that I have missed
that will allow a straight sine wave type pattern ?
I checked the docs and if it's in there I somehow missed it.
If it's not now available should it be added ?
Would it be difficult to implement a normal pattern like this ?
See below for a list of supported pattern types I compiled from
the docs.
Seeking your answers, impressions, and opinions on this topic.
This list contains what I believe are all 25 wave forms and
normal/pigment patterns available in POV-Ray.
Have I missed any ?
Patterns List:
Agate Checker Hexagon Quilted Spiral2
Average Crackle Leopard Radial Spotted
Bozo Dents Mandel Ripples Waves
Brick Gradient Marble Scalloped Wood
Bumps Granite Onion Spiral1 Wrinkles
Thanks
Ken
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Ken,
try the marble patter with sine_wave.
Peter
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How about using a gradient... like this
#declare Waves =
texture
{
pigment
{
gradient z
color_map
{
[ 0.0 rgbft <0.254902, 0.243137, 0.784314, 0.0, 0.0> ]
[ 0.5 rgbft <0.588235, 0.607843, 0.847059, 0.0, 0.0> ]
[ 1.0 rgbft <0.254902, 0.243137, 0.784314, 0.0, 0.0> ]
}
}
normal
{
gradient <1.0, 0.0, 1.0> , 0.5
slope_map
{
[ 0.0 <0.0 , 0.0> ]
[ 0.5 <1.0 , 0.0> ]
[ 1.0 <0.0 , 0.0> ]
}
}
scale <0.5, 1.0, 1.0>
}
Steve
Ken wrote:
>
> Howdy all !
>
> I have a question about the wave and ripple patterns that
> are used in POV-Ray. It is evident that both use a concentric
> method of implementation. That is to say they form like drop
> rings in a pond.
>
> This is great for modeling fish ponds and swimming
> pools but really makes it difficult to accurately model straight
> line waves as would be produced by a boat or the typical
> wave/swell pattern in the ocean. Certainly you can argue that
> the ocean has a multitude of cross patterns and I won't argue
> with you. But there have been days when I was out fishing
> on the ocean and the swells were very smooth and seemingly
> very straight.
>
> Is there a wave form now available in Pov that I have missed
> that will allow a straight sine wave type pattern ?
> I checked the docs and if it's in there I somehow missed it.
>
> If it's not now available should it be added ?
>
> Would it be difficult to implement a normal pattern like this ?
>
> See below for a list of supported pattern types I compiled from
> the docs.
>
> Seeking your answers, impressions, and opinions on this topic.
>
> This list contains what I believe are all 25 wave forms and
> normal/pigment patterns available in POV-Ray.
>
> Have I missed any ?
>
> Patterns List:
> Agate Checker Hexagon Quilted Spiral2
> Average Crackle Leopard Radial Spotted
> Bozo Dents Mandel Ripples Waves
> Brick Gradient Marble Scalloped Wood
> Bumps Granite Onion Spiral1 Wrinkles
>
> Thanks
>
> Ken
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Or you can just make something like this:
normal { waves 1 translate x*10000 }
I use this every time I want straight waves.
--
- Warp. -
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Nieminen Mika wrote:
> Or you can just make something like this:
>
> normal { waves 1 translate x*10000 }
>
> I use this every time I want straight waves.
>
> --
> - Warp. -
I've used that method though I will admit I never
tried 10000*x before. It does help flatten out the
curves since they are only view able in a certain
area of the scene.
It was the whole section in the docs that I missed
describing the use of wave types. My brain leaked
or something.
Anyway I have come to the conclusion that
surface normals are a poor replacement for a
physical object that has the right shape.
I've decided that rather than trying to imitate
water and wavy surfaces, with planes and surface
normals, I'm going to be a rebel and figure out a
procedural, modeled, methodology for creating
these surfaces that elude me.
Thanks for the tips people.
Ken
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Ken wrote:
>
> Nieminen Mika wrote:
>
> > Or you can just make something like this:
> >
> > normal { waves 1 translate x*10000 }
> >
> > I use this every time I want straight waves.
> >
> > --
> > - Warp. -
>
[ . . . ]
> Anyway I have come to the conclusion that
> surface normals are a poor replacement for a
> physical object that has the right shape.
> I've decided that rather than trying to imitate
> water and wavy surfaces, with planes and surface
> normals, I'm going to be a rebel and figure out a
> procedural, modeled, methodology for creating
> these surfaces that elude me.
>
> Thanks for the tips people.
>
> Ken
Ok, then I'd start with the iso-patch. Should be
easy to create e.g. a box with one sinusoidally
rippled side. Unfortunately it is only available
for POV 3.02.
-Hans-
-----
Remove n.o-s.p.a.m. to obtain my real address.
-----
================================
In seeking the unattainable,
simplicity only gets in the way.
-- ACM SIGPLAN Sept. 1982
================================
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Ken <tyl### [at] pacbellnet> wrote:
: Anyway I have come to the conclusion that
: surface normals are a poor replacement for a
: physical object that has the right shape.
: I've decided that rather than trying to imitate
: water and wavy surfaces, with planes and surface
: normals, I'm going to be a rebel and figure out a
: procedural, modeled, methodology for creating
: these surfaces that elude me.
I think is very easyly done with bezier patches (if you know how they work).
--
- Warp. -
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Ken wrote:
> Anyway I have come to the conclusion that
> surface normals are a poor replacement for a
> physical object that has the right shape.
Normals are good for fine details, but not a replacement
for macroscopic shape.
It is pointless to reproduce pixel-level features with
shape modeling.... so the normals are still needed.
But for water and many other quasi-planar structures,
height fields are the method of choice. They can
easily be created within POV. A sample is appended
for what was an attempt by me to create a cobblestone
path.... note it is to be rendered at a 1:3 aspect ratio
(for example, +W200 +H600). Note I use a bit of
a color map to flatten out the stones.
BTW I ended up going to a more standard tiled brick
GIF field..... the result (rendered in Vue d'Esprit 2)
is at :
http://www.flash.net/~djconnel/Vue/Vue2_004.jpg
=======================
#version 3.1
////////////////////////////////////////////////////////
// Render settings and cameras
global_settings {
hf_gray_16
ambient_light 1
}
// define the camera
camera {
orthographic
location <0, 0, -5>
right <50,0,0>
up <0,150,0>
}
///////////////////////////////////////////////////
// pattern
plane {
<0, 0, -1> // surface normal
0 // distance from origin
texture {
pigment {
crackle
turbulence 0.1
color_map {
#local dX = 0.05;
#local X = 0
#while (X < 1 + dX/2)
[X rgb sin(pi * pow(X,0.5) / 2)]
#declare X = X + dX;
#end
}
}
finish {
ambient 1
diffuse 0
}
}
}
--
http://www.flash.net/~djconnel/
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Ken wrote:
> This is great for modeling fish ponds and swimming
> pools but really makes it difficult to accurately model straight
> line waves as would be produced by a boat or the typical
> wave/swell pattern in the ocean.
Wrinkles are popular.
But there is nothing wrong with wave and ripple patterns.
The key is to superpose them. My effort at POV water
used only ripple patterns and averages in a height field:
http://www.flash.net/~djconnel/POV/tn_moon2_jpg.jpg
Dan
--
http://www.flash.net/~djconnel/
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Ken wrote:
> ..............
> Anyway I have come to the conclusion that
> surface normals are a poor replacement for a
> physical object that has the right shape.
> I've decided that rather than trying to imitate
> water and wavy surfaces, with planes and surface
> normals, I'm going to be a rebel and figure out a
> procedural, modeled, methodology for creating
> these surfaces that elude me.
>
> Thanks for the tips people.
>
> Ken
Hello,
just another way to do that, is taking heightfields: I've set up for
this purpose an arrangement for creating any .tga files in PoV-Ray,
which in turn I can import into leveller, where I can combine and modify
them, just as I like it (average, sum, difference, partial smoothing,
random noise and and and...) Nearly everything is possible by doing so.
I've generated a primarily still water surface with exactly two centres
of interfering waves by this way. It looks fine. (Image available on
request.)
The setup of the initially used PoV code is something like follows (for
to be used without any additional light source):
//Pov code
camera
{orthographic
location <0.0, 1.0, 0>
direction -y
up z
right x
look_at <0.0, 0.0, 0.0>
}
plane {y, 0 texture{onion texture_map{ //for wave damping [optional]
[0 pigment {onion color_map{[0, Black] //for straight waves take
[1, White]} //gradient pattern
frequency 18 //play around with this
sine_wave} //values
finish {ambient 1}]
[1 pigment {Black}
finish {ambient 1}] }
frequency 0.75 sine_wave phase 0.9}
translate <-0.1, 0, 0.065>
}
//End of PoV code
Hope this helps
ReVerSi
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