POV-Ray : Newsgroups : povray.binaries.animations : water and some questions : Re: water and some questions Server Time
2 Nov 2024 07:23:03 EDT (-0400)
  Re: water and some questions  
From: Tim Nikias
Date: 7 May 2002 11:40:31
Message: <3CD7F545.DE8C8880@gmx.de>
Hm. Perhaps you're not calculating the
normals the same "direction", and some point
upwards and some downwards?

Steven Vogel wrote:

> "Tim Nikias" <tim### [at] gmxde> wrote in message
> news:3CD### [at] gmxde...
> > I looked at the animation. From your post I gather
> > you're using bicubic-patches?
>
> No, these were smoothed triangular patches.  I started with a 50X50 array
> and each square was broken into 2 triangles.  I took the vnormalized normals
> for the 6 triangles surrounding each point, summed them, vnormaled the
> result, and saved the result to another array.  Then I made a mesh from
> those smoothed triangles.
>
> I went through the exercise of making a bicubic patch for each square, but I
> was unimpressed by the improvement over what I had with the triangles.
> Other images I made to test it looked smoother, this one stood about the
> same.  I was getting the internals points in the matrix by using the point
> before and after each edge to do a linear approximation of the slope.
>
> > 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.
>
> Well, maybe.  I was thinking after the waves start reflecting and
> interfering with other waves.  I think you're right, though.  Won't finer
> meshes only make the problem smaller?  The way the algorythm works, making
> the mesh smaller still keeps the "speed of sound" at 1 square per tick in
> the verticle and horizontal directions.  I tried to take the average over 8
> points, but that either resulted in a black hole or a featureless (but very
> round) wave, depending on the damping and value you divid the sum of the
> corner point by.
>
> > 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.
> >
>
> Thanks.  I forgot to mention the disclaimer that it's my first posted
> animation.

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


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