POV-Ray : Newsgroups : povray.binaries.animations : Objects blocking waves, test and WIP (348kb) : Re: Objects blocking waves, test and WIP (348kb) Server Time
19 Jul 2024 09:16:50 EDT (-0400)
  Re: Objects blocking waves, test and WIP (348kb)  
From: Tim Nikias v2 0
Date: 24 Mar 2003 15:57:05
Message: <3e7f7121$1@news.povray.org>
> Yes, very impressive!  Will you be implimenting something to add waves to
> the surface if an object moves?  A wave emitter object as it were, and
also
> a wave absorber might be useful as well.

Thanks. I'm working on a macro which will take moving objects
to generate wave emitters, but there's no code yet, its still stuck in the
"brainstorming" session. A wave absorber? I'm not sure what use this
would be, and actually, where this would occur. It would be easy
to implement a macro which covers the array and checks for object
vicinity and then multiplies the height of the wave by some value smaller
than 1. But I don't think its necessary, the waves dissipate quickly enough.

> About the problem calculating mesh/object intersection, could some type of
> super sampling help?  That is to calculate vertex positions around
blocking
> objects as if there were more than there really are.  By taking the mean
of
> the points you get a smoother appearance.  See povray documents 6.5.7.5 on
> Area light adaptive samples, this is what I mean.  It looks very
promissing
> so for, good luck!

I've thought about that and want to implement a macro which will check those
nodes
which still have "functioning" neighbours. The height of the
non-functional-rim-node
will then be determined by the heights of the neighbours. This would solve
the straight
downward cut near edges and still calculate correctly. I'm not sure if
super-sampling
would actually help, cause the algorithm is meant to work on a 2D-Grid, not
a set
of attached triangles.

--
Tim Nikias v2.0
Homepage: http://www.digitaltwilight.de/no_lights
Email: Tim### [at] gmxde


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