|
|
|
|
|
|
| |
| |
|
|
|
|
| |
| |
|
|
Hallo,
Sorry, this one is probably asked a *lot*, but I can't find anything on the
web. I want to have a sphere just floating in the air with a rippling whater
surface. It doesn't need to be to realistic, so normals will do just fine.
However, I had always thought that the way you got a ripling water effect
was to cycle the phase modifier for the normal from 0 to 1. But when I did
this (in Moray) using a bozo normal, my pattern stayed fixed, and this kind
of hard line just moved about the texture. What am I doing wrong? What is
the correct way to get animeted rippling water using normals?
And just a quick aside question, bould it be possible to use my final
animated normal as input to a isosurface sphere to get rippling geometry?
Thanks,
Equiprawn
Post a reply to this message
|
|
| |
| |
|
|
|
|
| |
| |
|
|
"Equiprawn" <equ### [at] tinetie> wrote :
> But when I did
> this (in Moray) using a bozo normal, my pattern stayed fixed, and this
kind
> of hard line just moved about the texture.
>
You might want to actually use ripple or wave since they have a more
graduated edge. If you want them to move inside the limits of a bozo, you
might want to use a texture_map with a ripple inside a bozo.
Post a reply to this message
|
|
| |
| |
|
|
|
|
| |
| |
|
|
In article <38c2410f@news.povray.org>, "Equiprawn" <equ### [at] tinetie>
wrote:
> However, I had always thought that the way you got a ripling water
> effect was to cycle the phase modifier for the normal from 0 to 1.
> But when I did this (in Moray) using a bozo normal, my pattern
> stayed fixed, and this kind of hard line just moved about the
> texture. What am I doing wrong? What is the correct way to get
> animeted rippling water using normals?
Have you tried other patterns? Maybe you should try using ripples or
waves, or maybe wrinkles. Also, you can use a phase higher than 1 to get
more cycles.
> And just a quick aside question, bould it be possible to use my final
> animated normal as input to a isosurface sphere to get rippling geometry?
No...but you can use the same pattern in a pigment as part of an
isosurface function. This is untested, but should get you started:
#declare WaveFunc =
function {
pigment {wrinkles phase clock*3
color_map {
[0 color Black]
[1 color White]
}
}
}
#declare WaveDepth = 0.3;
isosurface {
function {sqrt(sqr(x) + sqr(y) + sqr(z)) - 1
- (WaveFunc(x, y, z)*WaveDepth)
}
...
}
--
Chris Huff
e-mail: chr### [at] yahoocom
Web page: http://chrishuff.dhs.org/
Post a reply to this message
|
|
| |
| |
|
|
|
|
| |
| |
|
|
Some patterns can't use 'phase', as the Windows Help says, it can't be applied
to patterns which don't work with normal_map or slope_map.
Look for 'phase' then check under Frequency and Phase, near the end it tells
what can and can't do. Curiously it doesn't say 'bozo' will not work with it
though.
Bob
"Chris Huff" <chr### [at] yahoocom> wrote in message
news:chrishuff_99-97F6DD.09185105032000@news.povray.org...
| In article <38c2410f@news.povray.org>, "Equiprawn" <equ### [at] tinetie>
| wrote:
|
| > However, I had always thought that the way you got a ripling water
| > effect was to cycle the phase modifier for the normal from 0 to 1.
| > But when I did this (in Moray) using a bozo normal, my pattern
| > stayed fixed, and this kind of hard line just moved about the
| > texture. What am I doing wrong? What is the correct way to get
| > animeted rippling water using normals?
|
| Have you tried other patterns? Maybe you should try using ripples or
| waves, or maybe wrinkles. Also, you can use a phase higher than 1 to get
| more cycles.
|
|
| > And just a quick aside question, bould it be possible to use my final
| > animated normal as input to a isosurface sphere to get rippling geometry?
|
| No...but you can use the same pattern in a pigment as part of an
| isosurface function. This is untested, but should get you started:
| #declare WaveFunc =
| function {
| pigment {wrinkles phase clock*3
| color_map {
| [0 color Black]
| [1 color White]
| }
| }
| }
| #declare WaveDepth = 0.3;
|
| isosurface {
| function {sqrt(sqr(x) + sqr(y) + sqr(z)) - 1
| - (WaveFunc(x, y, z)*WaveDepth)
| }
| ...
| }
|
| --
| Chris Huff
| e-mail: chr### [at] yahoocom
| Web page: http://chrishuff.dhs.org/
Post a reply to this message
|
|
| |
| |
|
|
|
|
| |
| |
|
|
Just to update on this. The 'bozo' pattern as a pigment appears to be okay with
'phase'. It does not shift when used as a 'normal' pattern. This in WinPov 3.1
anyhow. The Docs don't seem to actually list this out anywhere but gives an
idea as to what types of pattern will not work with phase. Obviously the Docs
are never 100% the answer to every question but then nothing is.
Bob
"Bob Hughes" <omn### [at] hotmailcom?subject=PoV-News:> wrote in message
news:38c2b423@news.povray.org...
| Some patterns can't use 'phase', as the Windows Help says, it can't be applied
| to patterns which don't work with normal_map or slope_map.
| Look for 'phase' then check under Frequency and Phase, near the end it tells
| what can and can't do. Curiously it doesn't say 'bozo' will not work with it
| though.
|
| Bob
|
| "Chris Huff" <chr### [at] yahoocom> wrote in message
| news:chrishuff_99-97F6DD.09185105032000@news.povray.org...
| | In article <38c2410f@news.povray.org>, "Equiprawn" <equ### [at] tinetie>
| | wrote:
| |
| | > However, I had always thought that the way you got a ripling water
| | > effect was to cycle the phase modifier for the normal from 0 to 1.
| | > But when I did this (in Moray) using a bozo normal, my pattern
| | > stayed fixed, and this kind of hard line just moved about the
| | > texture. What am I doing wrong? What is the correct way to get
| | > animeted rippling water using normals?
| |
| | Have you tried other patterns? Maybe you should try using ripples or
| | waves, or maybe wrinkles. Also, you can use a phase higher than 1 to get
| | more cycles.
| |
| |
| | > And just a quick aside question, bould it be possible to use my final
| | > animated normal as input to a isosurface sphere to get rippling geometry?
| |
| | No...but you can use the same pattern in a pigment as part of an
| | isosurface function. This is untested, but should get you started:
| | #declare WaveFunc =
| | function {
| | pigment {wrinkles phase clock*3
| | color_map {
| | [0 color Black]
| | [1 color White]
| | }
| | }
| | }
| | #declare WaveDepth = 0.3;
| |
| | isosurface {
| | function {sqrt(sqr(x) + sqr(y) + sqr(z)) - 1
| | - (WaveFunc(x, y, z)*WaveDepth)
| | }
| | ...
| | }
| |
| | --
| | Chris Huff
| | e-mail: chr### [at] yahoocom
| | Web page: http://chrishuff.dhs.org/
|
|
Post a reply to this message
|
|
| |
| |
|
|
|
|
| |
| |
|
|
In article <38c2d015@news.povray.org>, "Bob Hughes"
<per### [at] aolcom?subject=PoV-News:> wrote:
> Just to update on this. The 'bozo' pattern as a pigment appears to
> be okay with 'phase'. It does not shift when used as a 'normal'
> pattern. This in WinPov 3.1 anyhow. The Docs don't seem to actually
> list this out anywhere but gives an idea as to what types of pattern
> will not work with phase. Obviously the Docs are never 100% the
> answer to every question but then nothing is.
I think it is possible to use phase with any pattern used in a pigment.
I'm not sure about normals, but I don't see why it would be impossible
or difficult. And I thought I had used phase with bozo normals
before...or was that wrinkles?
I think there was a test scene for the liquid spray include, a fireworks
scene over water, which used a bozo normal with phase and triangle_wave
for the water. I remembered this one because I rather liked the effect
of the water.
--
Chris Huff
e-mail: chr### [at] yahoocom
Web page: http://chrishuff.dhs.org/
Post a reply to this message
|
|
| |
| |
|
|
|
|
| |
| |
|
|
Hmm, well, I went back to make sure and found that the bozo pattern used in a
normal did shift with phase*clock. It wasn't very noticeable so I guess I
overlooked it since I was doing both the pigment and the normal.
I tried 'wrinkles' too and it didn't work with phase*clock, but that's mentioned
in the Doc anyhow and I had tried using it without success in the past anyway.
Here's the relevant part of the Doc:
"The frequency and phase modifiers have no effect on block patterns checker,
brick, and hexagon nor do they effect image_map, bump_map or material_map. They
also have no effect in normal statements when used with bumps, dents, quilted or
wrinkles because these normal patterns cannot use normal_map or slope_map."
Sorry if I confused anyone about 'bozo'. The quick and tiny test I did wasn't
showing it in motion before. No wonder I'm never sure of anything.
Bob
"Chris Huff" <chr### [at] yahoocom> wrote in message
news:chrishuff_99-11B284.19250405032000@news.povray.org...
| In article <38c2d015@news.povray.org>, "Bob Hughes"
| <per### [at] aolcom?subject=PoV-News:> wrote:
|
| > Just to update on this. The 'bozo' pattern as a pigment appears to
| > be okay with 'phase'. It does not shift when used as a 'normal'
| > pattern. This in WinPov 3.1 anyhow. The Docs don't seem to actually
| > list this out anywhere but gives an idea as to what types of pattern
| > will not work with phase. Obviously the Docs are never 100% the
| > answer to every question but then nothing is.
|
| I think it is possible to use phase with any pattern used in a pigment.
| I'm not sure about normals, but I don't see why it would be impossible
| or difficult. And I thought I had used phase with bozo normals
| before...or was that wrinkles?
| I think there was a test scene for the liquid spray include, a fireworks
| scene over water, which used a bozo normal with phase and triangle_wave
| for the water. I remembered this one because I rather liked the effect
| of the water.
|
| --
| Chris Huff
| e-mail: chr### [at] yahoocom
| Web page: http://chrishuff.dhs.org/
Post a reply to this message
|
|
| |
| |
|
|
|
|
| |
| |
|
|
> However, I had always thought that the way you got a ripling water effect
> was to cycle the phase modifier for the normal from 0 to 1. But when I did
> this (in Moray) using a bozo normal, my pattern stayed fixed, and this
kind
> of hard line just moved about the texture.
You could try translating the normal along the plane, over time, possibly in
combination with the phase effect.
Post a reply to this message
|
|
| |
| |
|
|
|
|
| |
| |
|
|
"Equiprawn" <equ### [at] tinetie> writes:
> Hallo,
>
> Sorry, this one is probably asked a *lot*, but I can't find anything on the
> web. I want to have a sphere just floating in the air with a rippling whater
> surface. It doesn't need to be to realistic, so normals will do just fine.
I've had some (limited) success of creating water by adding differently
scaled versions of crackle.
Perhaps this helps you.
Thomas
--
http://thomas.willhalm.de/ (includes pgp key)
Post a reply to this message
|
|
| |
| |
|
|
|
|
| |
| |
|
|
You're getting the hard black line because of the way the bozo patttern is
setup with it's default color map and defualt bump map. You would want to add
the sine_wave keyword to make it look smoother. Like others have suggested, try
different patterns as well. I find that bumps streched along the x axis works
as well as ripples.
Josh
Equiprawn wrote:
> Hallo,
>
> Sorry, this one is probably asked a *lot*, but I can't find anything on the
> web. I want to have a sphere just floating in the air with a rippling whater
> surface. It doesn't need to be to realistic, so normals will do just fine.
>
> However, I had always thought that the way you got a ripling water effect
> was to cycle the phase modifier for the normal from 0 to 1. But when I did
> this (in Moray) using a bozo normal, my pattern stayed fixed, and this kind
> of hard line just moved about the texture. What am I doing wrong? What is
> the correct way to get animeted rippling water using normals?
>
> And just a quick aside question, bould it be possible to use my final
> animated normal as input to a isosurface sphere to get rippling geometry?
>
> Thanks,
>
> Equiprawn
--
Josh English
eng### [at] spiritonecom
ICQ: 1946299
"Stress is when you wake up screaming and realize you haven't fallen asleep
yet."
Post a reply to this message
|
|
| |
| |
|
|
|
|
| |
|
|