POV-Ray : Newsgroups : povray.general : ripples with actual height : Re: ripples with actual height Server Time
31 Jul 2024 12:13:31 EDT (-0400)
  Re: ripples with actual height  
From: Eric
Date: 13 Mar 2007 18:25:01
Message: <web.45f7319727ae231e577619e90@news.povray.org>
Thanks for all the good advice.  I've found a very nice looking solution
with isosurface (code example 1 below) but I'm having trouble getting a
function to work right for a height_field alternative (non-working code
example 2 below).  I did find a posting that gives some info on how to use
function for height_field, but still could use further advice to get a
ripple or 'sloshing' appearance.  (f_noise3d gives a nice 'sloshing' with
an underlying rippled appearance when the x and z parameters are scaled
differently)
Thanks!

EXAMPLE 1:
isosurface {
  function { y + f_noise3d(x/10,0,z/2) }  // f_noise3d requires
'functions.inc'
  threshold 0
  max_gradient 0.5
  contained_by {box {<-1000,-1,-1000>,<1000,1,1000>}}
  pigment {color rgbft <0.1,0.4,0.3,0.9,0.1> }
  finish { ambient 0 diffuse 0 specular 0.9 roughness 0.001 reflection 0.2 }
  interior { ior 1.3 caustics 1 fade_distance 2 fade_power 1 }
  translate <0,3,0>
  scale 0.1
  }
// finish and interior need a little work
// shouldn't need to scale... may need to alter function a bit instead

EXAMPLE 2:
height_field {
  function 200, 200 { y + f_noise3d(x/10,0,z/2) }   // f_noise3d requires
'functions.inc'
  smooth
  pigment {color rgbft <0.1,0.4,0.3,0.9,0.1> }
  finish { ambient 0 diffuse 0 specular 0.9 roughness 0.001 reflection 0.2 }
  interior { ior 1.3 caustics 1 fade_distance 2 fade_power 1 }
  translate<-0.5,0,-0.5>
  scale <100,1,100>
  }


Post a reply to this message

Copyright 2003-2023 Persistence of Vision Raytracer Pty. Ltd.