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Could anyone out there give me an idea as to how to animate water?
I was also wondering if anyone knew how to simulate the ripples or
disturbances in an animation in which a drop of water falls into a
puddle.
Thanks. Any help would be much appreciated.
-Todd Burch
===============================================
Todd Burch
tbu### [at] uiucedu
www.uiuc.edu/~tburch
University of Illinois at Urbana-Champaign
-----------------------------------------------
"He who forgets will be destined to remember"
-Edward Vedder, Pearl Jam
===============================================
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Hi!
There's a small tutorial on Gil Babin's homepage, where he also has
three animated gifs.
The disturbances in a pool by an drop of water should follow the
equations for a wave but don't ask me how to put this one into povray
... maybe you can use the polynomial surfaces.
I hope I could help you
Marc
--
Marc Schimmler
Institut fuer Computeranwendungen
Universitaet Stuttgart
Pfaffenwaldring 27
70569 Stuttgart
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I forgot to give the address:
http://www.cstech.fr/~babin/babin/povray/FramePov.html
Marc
--
Marc Schimmler
Institut fuer Computeranwendungen
Universitaet Stuttgart
Pfaffenwaldring 27
70569 Stuttgart
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Animated ripples in a puddle of water is easy if all you need is a simulation.
Example:
plane {y,0
texture {pigment {rgbf<.9,.9,.9,.9>}
normal {onion normal_map {
[0 ripples 1 phase -1*clock scale 0.1 ] //adjust frequency and scale
[.5 ripples 0 ] //adjust .5 up or down for area, leave zero there
} scale 5 } //adjust this scale for size
finish {diffuse .1 specular 1 roughness .25 reflection .2}
}
}
Tune the scale of this as needed, it repeats like all textures so frame it in
properly and should be okay.
Most important is to put number_of_waves=1 into global_settings or the ripples
will be turbulent (mixed ripples).
For more realism (rain drops) use Chris Colefax's spray.inc:
http://www.geocities.com/SiliconValley/Lakes/1434/
Though you may have to learn it first if you haven't used it before.
Message <36087E38.5A2285C5@uiuc.edu>, Todd Burch typed...
>
>Could anyone out there give me an idea as to how to animate water?
> I was also wondering if anyone knew how to simulate the ripples or
>disturbances in an animation in which a drop of water falls into a
>puddle.
> Thanks. Any help would be much appreciated.
> -Todd Burch
>
>===============================================
>Todd Burch
>tbu### [at] uiucedu
>www.uiuc.edu/~tburch
>University of Illinois at Urbana-Champaign
>-----------------------------------------------
>"He who forgets will be destined to remember"
> -Edward Vedder, Pearl Jam
>===============================================
--
omniVERSE: beyond the universe
http://members.aol.com/inversez/POVring.html
=Bob
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Todd Burch wrote:
> Could anyone out there give me an idea as to how to animate water?
> I was also wondering if anyone knew how to simulate the ripples or
> disturbances in an animation in which a drop of water falls into a
> puddle.
> Thanks. Any help would be much appreciated.
> -Todd Burch
>
I have attempted to animate water with reasonable results, but it involves an
extra rendering for each frame. I used a flat plane with a rippling texture
using a plain black-to-white color map. I translated the texture a little bit
for each frame in the direction I wanted the water to flow, and a little in the
+z to randomize it a bit and make it 'move'. After rendering each pattern, I
shelled out to DOS and ran a little batch file to change the image file name to
that of a height field used in the actual scene, then render the scene. The
result is a new height field for each frame, each a little different the the
last, to simulate fluid in motion. I have also used a similar process for
animating a motion picture TV screen, only using an image map for the screen
instead of a height field.
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>I have attempted to animate water with reasonable results, but it involves
an
>extra rendering for each frame. I used a flat plane with a rippling
texture
>using a plain black-to-white color map. I translated the texture a little
bit
>for each frame in the direction I wanted the water to flow, and a little in
the
>+z to randomize it a bit and make it 'move'. After rendering each pattern,
I
>shelled out to DOS and ran a little batch file to change the image file
name to
>that of a height field used in the actual scene, then render the scene.
The
>result is a new height field for each frame, each a little different the
the
>last, to simulate fluid in motion. I have also used a similar process for
>animating a motion picture TV screen, only using an image map for the
screen
>instead of a height field.
>
This is almost precisely what I did for the water.gif image I posted over on
binaries.animations
Grim
vos### [at] arkansasnet
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