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"Trevor G Quayle" <Tin### [at] hotmail com> schreef in bericht
news:web.49480bd26655db1881c811d20@news.povray.org...
> The water surface is f_ridged_mf(x,y,z, 0.1, 3, 7, 0.7, 0.7, 2) plus
> procedural,
> hand placed ripples. It is not a normal though, but actually a
> heightfield.
>
I am not entirely sure if this function is really natural to a bathtube or
any confined water surface, up to a certain scale. I think that wave and
ripple are dominant, and often combined together. As an example, here
follows the code I am currently experimenting with. The scaling is optional
but can be used for fine-tuning the whole. Frequency and turbulence are the
main parameters. Note also the difference in the rotation.
// start of code
#declare Bigripple =
normal {
waves 1
frequency 6
turbulence 0.8
scale <0.5, 0.2, 0.2>*0.5
translate -100*z
rotate -30*y
}
#declare Smallripple =
normal {
ripples 1
frequency 3
turbulence 0.5
scale <0.35, 0.25, 0.25>*0.2
translate 100*z
rotate -10*z
}
#declare RippleNorm =
normal {
average
normal_map {
[0.9 Bigripple]
[0.8 Smallripple]
}
}
// end of code
Thomas
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