POV-Ray : Newsgroups : povray.advanced-users : Seamless water textures Server Time
31 Oct 2024 16:15:32 EDT (-0400)
  Seamless water textures (Message 1 to 2 of 2)  
From: David Wallace
Subject: Seamless water textures
Date: 12 Jul 2005 10:04:17
Message: <42d3cde1@news.povray.org>
Am I doing something wrong, or just not going far enough?

<code>
#declare _aspect = image_height/image_width;
#declare _size = 175;

global_settings {
	number_of_waves 35
	assumed_gamma 1.0
}

camera {
   orthographic
   location <0,0,-90>    // position & direction of view
   look_at  <0,0,0>
   right _size*x            // horizontal size of view
   up _aspect*_size*y               // vertical size of view
}
#declare ptLiq1 = function { pattern { waves turbulence 0.86 scale 134 } }
#declare ptLiq2 = function { pattern { ripples turbulence 0.41 scale 54 } }
#declare ptLiquid = function { pow(ptLiq1(x,y,z),.6)*13.0 -
	pow(ptLiq2(x,y,z),1.4)*5.5 }
#macro gridLiquid(rd,sz)
	function { (
	#local to = 0;
	#local xp = -rd;
	#while (xp<=rd)
		#local yp = -rd;
		#while (yp<=rd)
			ptLiquid(x+xp*sz,y+yp*sz,z)
			#if (xp<rd | yp<rd) + #end
			#local yp = yp + .25;
		#end
		#local to = to + 1;
		#local xp = xp + .25;
	#end
	)/to }
#end
			
#declare texLiquid = texture {
	pigment {
		gridLiquid(3,_size)
		triangle_wave
		color_map {
			[ 0.05 rgb <0.000,0.000,0.000> ]
			[ 0.08 rgb <0.000,0.076,0.324> ]
			[ 0.23 rgb <0.000,0.231,0.479> ]
			[ 0.46 rgb <0.118,0.423,0.763> ]
			[ 0.70 rgb <0.213,0.459,1.000> ]
			[ 0.99 rgb <0.654,1.000,1.000> ]
		}
		phase clock
	}
	finish {
		ambient 1
		diffuse 0
	}
}

box { -.5,.5 scale _size texture { texLiquid } }
</code>

The idea is to create an animated seamless liquid texture that I can import into 
a game.  I don't want to fool with post-processing, which would create less than 
perfect results anyway: I am seeking an all-POV solution.  The code above comes 
pretty close, but I can still detect seams when I tile the image.

Any suggestions?
--------------
David Wallace
TenArbor Consulting
"Just In Time Cash"
www.tenarbor.com
1-866-572-CASH


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From: David Wallace
Subject: Re: Seamless water textures
Date: 14 Jul 2005 12:15:05
Message: <42d68f89@news.povray.org>
Apparently the secret is to apply a periodic input to a pattern function like this:

#declare _aspect = image_width/image_height;
#declare _size = 16;

global_settings {
	number_of_waves 35
	assumed_gamma 1.0
}

camera {
   orthographic
   location <0,0,-90>    // position & direction of view
   look_at  <0,0,0>
   right _aspect*_size*x            // horizontal size of view
   up _size*y               // vertical size of view
}

#debug concat("aspect ratio: ",str(_aspect,1,6),"\n")
#declare wsd = seed(541);
#declare sca = 1/_size/32;
#declare wnm = 4;
#declare pgWave = array[wnm]
			
#declare ptLiq1 = function { pattern { waves turbulence 0.86 scale 14 } }
#declare ptLiq2 = function { pattern { ripples turbulence 0.41 scale 4 } }
#declare ptLiq3 = function { pattern { cells turbulence 1.41 omega 0.69 scale 25 } }
#declare ptLiq4 = function { pattern { granite scale 3 } }
#declare ptWave = function { cos(2*pi*(x+clock)) }

#declare ptLiquid = function { pow(ptLiq1(x,y,z),.6)*13.0 - 
pow(ptLiq2(x,y,z),1.4)*5.5 }

#macro WaveSet(n,nm)
	#local fq0 = int(rand(wsd)*58)+3; // Primary frequency, 3-60
	#local rt0 = 90*int(rand(wsd)*4);
	#local tphi = 2*int(rand(wsd)*(fq0+1))/fq0; // Rotation angle tangent
	#local wvl = sqrt(1+tphi*tphi); // Main secondary wavelength
	#local fq1 = (int(rand(wsd)*20)+1)/wvl; // Secondary frequency
	#local am1 = rand(wsd)*.3/fq0; // Secondary amplitude
	#local ofp = rand(wsd); // phase offset
	#local ofx = rand(wsd)*_size; // x offset
	#local ofy = rand(wsd)*_size; // y offset
	
	#declare pgWave[n] = function {
		pattern {
			function { ptLiquid(cos(2/_size*pi*x)+1,cos(2/_size*pi*y)+1,cos(z))/nm }
			phase ofp
			translate <ofx,ofy,0>
		}	
	}
#end

#macro gridWave(nm,sz,fn)
	function { (
	#local to = nm;
	#while (to>0)
		WaveSet(to-1,nm)
		pgWave[to-1](x,y,z)
		#local to = to - 1;
		#if (to>0) + #end
	#end
	) }
#end

#declare mapLiq1 = color_map {
	[ 0.00 rgb <0.000,0.000,0.000> ]
	[ 0.03 rgb <0.000,0.076,0.324> ]
	[ 0.13 rgb <0.000,0.231,0.479> ]
	[ 0.66 rgb <0.118,0.423,0.763> ]
	[ 0.80 rgb <0.213,0.459,1.000> ]
	[ 1.00 rgb <0.654,1.000,1.000> ]
}

#declare mapLiq2 = color_map {
	[ 0.05 rgb <0.000,0.000,0.000> ]
	[ 0.08 rgb <0.000,0.076,0.324> ]
	[ 0.23 rgb <0.000,0.231,0.479> ]
	[ 0.46 rgb <0.118,0.423,0.763> ]
	[ 0.70 rgb <0.213,0.459,1.000> ]
	[ 0.99 rgb <0.654,1.000,1.000> ]
}

#declare mapLiq3 = color_map {
	[ 0.00 rgb <0.000,0.000,0.500> ]
	[ 0.90 rgb <0.000,1.000,1.000> ]
	[ 1.00 rgb <0.750,1.000,1.000> ]
}

#declare texLiquid = texture {
	pigment {
		gridWave(wnm,_size,1)
		triangle_wave
		color_map { mapLiq3 }
		phase clock
	}
	finish {
		ambient 1
		diffuse 0
	}
}

box { -.5,.5 scale _size texture { texLiquid } }

--------------
David Wallace
TenArbor Consulting
"Just In Time Cash"
www.tenarbor.com
1-866-572-CASH


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