POV-Ray : Newsgroups : povray.binaries.animations : Turbulous Problems... (WIP, 362kb MPG1) : Re: Turbulous Problems... (WIP, 362kb MPG1) Server Time
19 Jul 2024 07:35:25 EDT (-0400)
  Re: Turbulous Problems... (WIP, 362kb MPG1)  
From: Tim Nikias v2 0
Date: 6 May 2003 11:58:26
Message: <3eb7dba2@news.povray.org>
That is an idea which I've already had and am currently
experimenting with. The problem is I'd like to avoid to
check even more neighbours than the original 8, and
the problem only enters in tight corners, so there's
actually no need to widen the smoothening radius. But
using different values dependant on neighbours is definitely
what I'm trying to do.

The problem with adjusting the smoothing in relation to
the heights is that waves overlap all the time, if I'd dampen
them more, that would be counter-realistic, as waves just
travel through each other (unless they crash together,
which isn't, as you probably know, possible with the algorithm).

Thanks for the suggestion anyways!

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

>
>
> "Tim Nikias v2.0" wrote:
> >
> > So, I had mentioned releasing the Liquid-Surface-System
> > to the WWW this weekend, but stumbled upon a little
> > unpleasing artifact which may occur in tight corners,
> > especially when the wave is created there, e.g. using
> > the Stomp-Macro, which places a wave around all objects
> > interacting with the water.
> >
> > Anyways, as you can see in the edge at the red box, there
> > is some weird jiggling going on, and I'm working on the
> > dampening and internal multiplying parts (which take
> > care of dissipation of waves and retaining the hills) to
> > work slightly different dependant on amount of neighbour-
> > nodes.
>
> I don't remember how exactly the rims are handled in that method but in
> real life you have the effect of stronger dissipation at the rims because
> of friction between the liquid and the solid surface.  I am not sure what
> would be the best method to handle this effect but you could use stronger
> damping in all elements neighbored to a rim element.
>
> Another thing that might be worth trying: making the smoothing step
> non-linear.  If the waves become very high they will probably spread out
> and lower more quickly than when they are very small.
>
> Christoph
>
> -- 
> POV-Ray tutorials, include files, Sim-POV,
> HCR-Edit and more: http://www.tu-bs.de/~y0013390/
> Last updated 28 Feb. 2003 _____./\/^>_*_<^\/\.______


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