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From: Rune
Subject: water: test with ripples (506kbu)
Date: 14 Apr 2002 07:46:59
Message: <3cb96c33@news.povray.org>
Seeing all the animations with nice water surfaces I thought I'd make my own
test. :)

What do you think?

Rune
--
3D images and anims, include files, tutorials and more:
Rune's World:  http://rsj.mobilixnet.dk (updated Mar 19)
POV-Ray Users: http://rsj.mobilixnet.dk/povrayusers/
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Attachments:
Download 'ripples.mpg' (507 KB)

From: Rick [Kitty5]
Subject: Re: water: test with ripples (506kbu)
Date: 14 Apr 2002 09:05:27
Message: <3cb97e97@news.povray.org>
wow


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From: Christoph Hormann
Subject: Re: water: test with ripples (506kbu)
Date: 14 Apr 2002 09:31:14
Message: <3CB984A2.DBFC7622@gmx.de>
Rune wrote:
> 
> Seeing all the animations with nice water surfaces I thought I'd make my own
> test. :)
> 

I'm not sure if the waves around the moving stick are that realistic, but
the interaction with the walls looks promising.  Some technical details
would be nice.

Christoph

-- 
POV-Ray tutorials, IsoWood include,                 
TransSkin and more: http://www.tu-bs.de/~y0013390/  
Last updated 11 Apr. 2002 _____./\/^>_*_<^\/\.______


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From: Bill DeWitt
Subject: Re: water: test with ripples (506kbu)
Date: 14 Apr 2002 10:36:11
Message: <3cb993db$1@news.povray.org>
"Rune" <run### [at] mobilixnetdk> wrote in message
news:3cb96c33@news.povray.org...
> Seeing all the animations with nice water surfaces I thought I'd make my
own
> test. :)

    No fair using a particle system!

> What do you think?

    Really good.

    I remember some 5 (?) years ago when I first figured out #while
statements and I said that Pov would soon be capable of modeling any
possible physical interaction.

    I didn't think we would be so near that goal so soon...


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From: Rune
Subject: Re: water: test with ripples (506kbu)
Date: 14 Apr 2002 11:13:12
Message: <3cb99c88$1@news.povray.org>
"Christoph Hormann" wrote:
> I'm not sure if the waves around the moving stick are
> that realistic, but the interaction with the walls looks
> promising.

I agree. The waves around the moving stick were a difficult problem that I
haven't been able to solve that well so far. When the stick is non-moving
the waves look more realistic, but I thought I'd try the challenge of having
it move around...

> Some technical details would be nice.

I took basis in the algorithm described here:
http://freespace.virgin.net/hugo.elias/graphics/x_water.htm

The waves reflect off the sides of the rectangular area completely
automatically due to the way the algorithm work, so adding support for a
custom map of blocking walls proved to be very simple and the map can be any
black and white bitmap.

The disturbance that initiates the waves is not described on Hugo's page. I
tried using a raised cone like shape for the disturbance, but other
variations may give better results.

I have quite some other projects to work on, so I probably won't take this
further, but if anybody else feel like making more experiments it would be
very interesting.

Rune
--
3D images and anims, include files, tutorials and more:
Rune's World:  http://rsj.mobilixnet.dk (updated Mar 19)
POV-Ray Users: http://rsj.mobilixnet.dk/povrayusers/
POV-Ray Ring:  http://webring.povray.co.uk


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From: Rune
Subject: Re: water: test with ripples (506kbu)
Date: 14 Apr 2002 11:16:26
Message: <3cb99d4a@news.povray.org>
"Bill DeWitt" wrote:
>     No fair using a particle system!

I wondered if anybody would say that... :)

Well, I didn't use a particle system. For this task a particle system would
be rather useless, and especially mine, which doesn't support inter-particle
interaction.

For details on how it's done, see my reply to Christoph.

>     Really good.

Thanks!

Rune
--
3D images and anims, include files, tutorials and more:
Rune's World:  http://rsj.mobilixnet.dk (updated Mar 19)
POV-Ray Users: http://rsj.mobilixnet.dk/povrayusers/
POV-Ray Ring:  http://webring.povray.co.uk


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From: Rune
Subject: Re: water: test with ripples (506kbu)
Date: 14 Apr 2002 11:31:46
Message: <3cb9a0e2@news.povray.org>
By the way, I haven't looked at the code (and can't, since I only know
POV-script), but I think that the 2D Water Effects on this page use
basically the same algorithm:

http://www.darwin3d.com/gdm1999.htm#gdm0499

At least it also has the characteristic not-quite-circular ripples produced
by that algorithm.

Rune
--
3D images and anims, include files, tutorials and more:
Rune's World:  http://rsj.mobilixnet.dk (updated Mar 19)
POV-Ray Users: http://rsj.mobilixnet.dk/povrayusers/
POV-Ray Ring:  http://webring.povray.co.uk


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From: Christoph Hormann
Subject: Re: water: test with ripples (506kbu)
Date: 14 Apr 2002 11:43:46
Message: <3CB9A3B3.8E7AE5C6@gmx.de>
Rune wrote:
> 
> [...]
> 
> I took basis in the algorithm described here:
> http://freespace.virgin.net/hugo.elias/graphics/x_water.htm
> 
> The waves reflect off the sides of the rectangular area completely
> automatically due to the way the algorithm work, so adding support for a
> custom map of blocking walls proved to be very simple and the map can be any
> black and white bitmap.
> 
> The disturbance that initiates the waves is not described on Hugo's page. I
> tried using a raised cone like shape for the disturbance, but other
> variations may give better results.
> 
> I have quite some other projects to work on, so I probably won't take this
> further, but if anybody else feel like making more experiments it would be
> very interesting.

Although it is a fairly simple model, results seem to be quite good.  What
resolution do you use for the grid? Is it implemented in POV SDL?  You
only have rectangular walls, does it work correctly with diagonal
boundaries?

Christoph

-- 
POV-Ray tutorials, IsoWood include,                 
TransSkin and more: http://www.tu-bs.de/~y0013390/  
Last updated 14 Apr. 2002 _____./\/^>_*_<^\/\.______


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From: Rune
Subject: Re: water: test with ripples (506kbu)
Date: 14 Apr 2002 13:25:52
Message: <3cb9bba0@news.povray.org>
"Christoph Hormann" wrote:
> Although it is a fairly simple model, results seem to
> be quite good.  What resolution do you use for the grid?

Only 50x50.

> Is it implemented in POV SDL?

It's written in POV SDL.

> You only have rectangular walls, does it work correctly
> with diagonal boundaries?

Yes, the waves adapt to any wall arrangements pretty realistically. I've
just posted a new animation which shows this.

Rune
--
3D images and anims, include files, tutorials and more:
Rune's World:  http://rsj.mobilixnet.dk (updated Mar 19)
POV-Ray Users: http://rsj.mobilixnet.dk/povrayusers/
POV-Ray Ring:  http://webring.povray.co.uk


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From: Tim Nikias
Subject: Re: water: test with ripples (506kbu)
Date: 15 Apr 2002 00:54:33
Message: <3CBA5D20.7FBC45F2@gmx.de>
Hi. I'm trying to look at the page you mentioned
in your post, but I always get a 404 error, the
page is missing or something like that. Do you have
the page with the algorithm description offline some-
where and could send it via ZIP and email to me?

Thanks in advance,

Tim


Rune wrote:

> I took basis in the algorithm described here:
> http://freespace.virgin.net/hugo.elias/graphics/x_water.htm
>

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


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