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Hello to all,
I am trying to make an animation on a very low level, simulating the
movement of sand dunes. I tried to make it this way:
plane {
y, 0
texture {
pigment {
bumps
color_map {
[0.00 Yellow*0.1 ]
[0.25 Yellow*0.3 ]
[0.55 Yellow ]
[1.00 Yellow*0.6 ]
} scale <0.5,1,1.5> }
normal { bumps 30 phase clock scale <0.5,1,1.5> }
finish{
diffuse 0.8
ambient 0.1
}
}
}
when replacing "bumps" with "gradient" or "marble" or other patterns, I can
see the effect I expected, but with bumps there is only an effect in the
background, near the horizon, and in the foreground happens nothing.
What am I making wrong?
TIA
Rm
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"Steely" <Rob### [at] hamburgde> wrote in message
news:web.3f8ca0086f671e0faeb8ce9d0@news.povray.org...
> when replacing "bumps" with "gradient" or "marble" or other patterns, I
can
> see the effect I expected, but with bumps there is only an effect in the
> background, near the horizon, and in the foreground happens nothing.
>
> What am I making wrong?
Nothing... except for using phase in the bumps normal instead of the
color_map. It's just that phase doesn't work some patterns at all; and for a
few others, not in normals. So you can still animate the colors, just not
the surface normal. Unless you use a different pattern, of course.
The background might be appearing to change a little due to pixel jitter,
perhaps.
See the documentation index, look for phase. Section 6.7.12.2 Frequency and
Phase tells about it.
--
Bob H.
http://www.3digitaleyes.com
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Hughes, B. wrote:
>See the documentation index, look for phase. Section 6.7.12.2 Frequency and
>Phase tells about it.
You are right, I should have read there before, it says clear that it
Thank You
Rm
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Very welcome.
Maybe you could use an isosurface made from a pigment function which would
use your color map and phase in that. I'm not positive that the texture will
match up onto the isosurface, just reasons that it should.
If you haven't used color mapped patterns to create isosurfaces before it
goes about like this:
#declare F_Bumps=function {
pigment {
bumps
color_map {
[0.00 rgb 0.1 ] // color is ignored, only gray levels used
[0.25 rgb 0.3 ]
[0.55 rgb 1.0 ]
[1.00 rgb 0.6 ]
} phase clock }
}
isosurface {
function {
y
+
F_Bumps(x,y,z).gray
*
0.25 // rescale
}
contained_by {box {<-10,-1,-10>,<10,0,10>}}
accuracy 0.01
max_gradient 30
texture {
pigment {
bumps
color_map {
[0.00 rgb <1,1,0>*0.1 ]
[0.25 rgb <1,1,0>*0.3 ]
[0.55 rgb <1,1,0> ]
[1.00 rgb <1,1,0>*0.6 ]
} phase clock }
finish{
diffuse 0.8
ambient 0.1
}
}
scale <0.5,1,1.5>
}
--
Bob H.
http://www.3digitaleyes.com
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Hughes, B. wrote:
>Maybe you could use an isosurface made from a pigment function which would
>use your color map and phase in that. I'm not positive that the texture will
>match up onto the isosurface, just reasons that it should.
try that. Thanks.
Rm
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"Steely" <Rob### [at] hamburgde> wrote in message
news:web.3fb969855792a3401e2d84430@news.povray.org...
> Hughes, B. wrote:
>
> >Maybe you could use an isosurface made from a pigment function which
would
> >use your color map and phase in that. I'm not positive that the texture
will
> >match up onto the isosurface, just reasons that it should.
>
will
> try that. Thanks.
I'm lucky to remember this at all, where've you been? :-D Only joking.
IIRC that isosurface and phase-shifting wasn't keeping to a single surface.
That meaning, there were parts filling the voids where the bump pattern
hollowed out, as it changed. Similar to a boiling lava lamp fluid. If you
get what I'm saying. At least that it seemed likely to need a way to retain
a singular surface to resemble what you wanted to do. Like a turbulent water
surface yet no splashes, that's a better way of saying it rather than
boiling lava lamp I guess. Off-hand I'm not sure how that would be
accomplished without trial and error to modify the pattern (mix with
gradient y?).
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The same problem - "bumps" is not affected by the "phase keyword"...
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> The same problem - "bumps" is not affected by the "phase keyword"...
>
Do you realize you replied to a 5-year-old thread?
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