POV-Ray : Newsgroups : povray.binaries.animations : water and some questions : Re: water and some questions Server Time
2 Nov 2024 07:26:31 EDT (-0400)
  Re: water and some questions  
From: Tim Nikias
Date: 7 May 2002 00:45:14
Message: <3CD75BAF.F9CE28A@gmx.de>
I looked at the animation. From your post I gather
you're using bicubic-patches?

The other thing: I think that the frequency of the waves
can impossibly be higher than the frequency of the mesh.
They're dependant on each other, the smaller the mesh,
the faster waves will move, the "grainier" they look.

The implementation suggested that waves aren't fully circular,
so I guess that's not you're fault...

But Rune should speak up, he knows a little more about those
matters!

Good start though.

Steven Vogel wrote:

> Here is my implementation of water, which copies what Rune did, and uses Tim
> Nikias's i/o macros to save the arrays to files between frames.  As simple
> as it looks, I picked up a lot of neat things running through this: from
> smooth triangle patches and finding normals, to making the edges on bezier
> patches match up.
>
> It looks like I'm getting two artifacts from the simulation.  One is the
> "square" look of the wave when it starts.  The other problem is that the
> frequency of the waves is sometimes higher than the frequency of the mesh,
> so it looks funny.  I guess I can try a hexagonal grid instead of a square
> one, but I have no idea how to get away from the spatial frequency problem.
>
> Does anyone know of a macro that handles a hexagonal mesh?  I'll work some
> more on it, but I was getting messed up in the corners.
>

--
Tim Nikias
Homepage: http://www.digitaltwilight.de/no_lights/index.html
Email: Tim### [at] gmxde


Post a reply to this message

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