POV-Ray : Newsgroups : povray.binaries.animations : 2nd Attempt at Flowing Water... (MPG, 274kb) : Re: 2nd Attempt at Flowing Water... (MPG, 274kb) Server Time
19 Jul 2024 07:26:00 EDT (-0400)
  Re: 2nd Attempt at Flowing Water... (MPG, 274kb)  
From: Tim Nikias v2 0
Date: 29 May 2003 12:45:13
Message: <3ed63919@news.povray.org>
The algorithm I use is pretty simple: I store
the heights, smoothen these outward onto neighbouring
nodes. To save parsing time, I leave out nodes which
are inside objects, which seems to produce the
error in this case: since the blocked nodes aren't
processed correctly (and thus aren't set to 0), they
add up and spill over later. Need to check more thoroughly
on that.
If you want, you can have a look at the source-code,
just head on to my homepage, in the downloads-
section.

Regards,
Tim

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

>     I haven't seen the code you use to produce the waves, but wave height
is
> equivalent to energy.  And since the waves continue to grow behind
obstacles
> rather unrealistically, it means that your "bookkeeping" of the height has
an
> error somewhere.  Real waves become broader rather than taller, and in
some
> cases they will spray droplets.
>     My thought is that if there is too much involved in getting the energy
math
> right, it may be easier to use logarithms for the height rather than
completely
> redoing it all, and then the peaks will be severely curtailed instead of
growing
> so large.
>
> Cheers!
>
> Chip Shults
> My robotics, space and CGI web page - http://home.cfl.rr.com/aichip
>
>


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