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It is possible to do create negative waves, just
specify negative heights! As for objects leaving
the water: The LSS_Object-Macro has one
parameter for just that. Once a node gets
accessible again, it can create a wave, be it
positive or negative.
Same applies to other Macros imprinting waves
into the simulation, you may use negative values.
To do that for the boiling water, you'd have to position
a single LSS_Drop at where you want the
bubble to appear, and use a negative wave-height.
Or you could use a sphere as bubble and imprint
negative waves when moving it with LSS_Object.
As for the wind: yes, that is pretty difficult. But to
get some aligned waves for near-wind effects could
be possible. The algorithm isn't a full-fledged hyper-
realistic mass-preserving simulation, so "looks
a lot like" is probably the best you can get in some
cases...
But its at least better than static water! :-)
--
Tim Nikias v2.0
Homepage: http://www.digitaltwilight.de/no_lights
Email: Tim### [at] gmxde
> > Regarding the wind:
> Haven't actually tried your macros yet, but.. With respect to wind things
> are somewhat complex. On the low end you get 'cats paws' little
> displacements that look like some animal running across the water. These
> can happen in no specific pattern or can leave a trail across the water
> that aren't visible on what is around it until the wavelets spread out
> and fade. Higher winds follow a similar random displacement, or perhaps
> simply a larger number of displacements with greater force. To be
> realistic any simulation of wind would likely need to duplicate these
> effects.
>
> Then there is the second things I have wondered about. Moving an object
> through water is one things, how about removing what is already there,
> like when a foot goes in and out of the water, or like with boiling
> water, where there are 'pockets' that when they reach the surface leave a
> sudden 'hole' in the surface and thus cause the displacement? I would
> prefer to get bad news about these sorts of effects from the horses mouth
> so to speak, since trying to read other peoples code, especially when
> complex math is involved leaves me cross eyed and seriously confused. lol
>
> --
> void main () {
> call functional_code()
> else
> call crash_windows();
> }
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