POV-Ray : Newsgroups : povray.binaries.animations : More ripples (408kbu) Server Time
12 Oct 2026 18:29:10 EDT (-0400)
  More ripples (408kbu) (Message 1 to 31 of 31)  
From: Rune
Subject: More ripples (408kbu)
Date: 14 Apr 2002 13:29:20
Message: <3cb9bc70@news.povray.org>
I've fixed some bugs, improved the algorithm, changed the wall map and
rendered with AA. I think this animation show better the power of the
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


Post a reply to this message


Attachments:
Download 'ripples2.mpg' (409 KB)

From: Marc van den Dikkenberg
Subject: Re: More ripples (408kbu)
Date: 14 Apr 2002 14:23:22
Message: <FMm5PFrvSUOthWgHRqDkcInpqgko@4ax.com>
On Sun, 14 Apr 2002 19:16:47 +0200, "Rune" <run### [at] mobilixnetdk>
wrote:

>I've fixed some bugs, improved the algorithm, changed the wall map and
>rendered with AA. I think this animation show better the power of the
>algorithm. :)

Quite amazing. :->
-- 
Marc van den Dikkenberg
--
The PowerBasic Archives -- http://www.xlsior.org


Post a reply to this message

From: Hugo
Subject: Re: More ripples (408kbu)
Date: 14 Apr 2002 15:05:27
Message: <3cb9d2f7@news.povray.org>
That's fantastic.. To see how someone beautifully controls math, and in our
favourite raytracer.. It's like 3 small presents to watch your and Zeger's
water, and eventually have the chance myself soon.. Now, combine the ripples
with the sinus water from Christoph Hormann, and Zeger, whatever he did..
:o)  You're probably trying this already.

I suppose your code won't have difficulties with multiple objects in the
water, but other shapes might not work?

Regards,
Hugo


Post a reply to this message

From: Zeger Knaepen
Subject: Re: More ripples (408kbu)
Date: 14 Apr 2002 16:41:41
Message: <3cb9e985@news.povray.org>
> That's fantastic.. To see how someone beautifully controls math, and in our
> favourite raytracer.. It's like 3 small presents to watch your and Zeger's
> water, and eventually have the chance myself soon.. Now, combine the ripples
> with the sinus water from Christoph Hormann, and Zeger, whatever he did..
> :o)  You're probably trying this already.
I don't have my code here, but it's a height_field with a granite pattern.

Btw: Rune: impressive work!  And I'm not only talking about your water when I
say that!

cu!
--
camera{location-z*3}#macro G(b,e)b+(e-b)*(C/50)#end#macro L(b,e,k,l)#local C=0
;#while(C<50)sphere{G(b,e),.1pigment{rgb G(k,l)}finish{ambient 1}}#local C=C+1
;#end#end L(y-x,y,x,x+y)L(y,-x-y,x+y,y)L(-x-y,-y,y,y+z)L(-y,y,y+z,x+y)L(0,x+y,
<.5,1,.5>,x)L(0,x-y,<.5,1,.5>,x)               // ZK http://www.povplace.be.tf


Post a reply to this message

From: Andrew Cocker
Subject: Re: More ripples (408kbu)
Date: 14 Apr 2002 17:58:11
Message: <3cb9fb73@news.povray.org>
Stunning, Rune. Enough said!

Andy Cocker

"Rune" <run### [at] mobilixnetdk> wrote in message
news:3cb9bc70@news.povray.org...
> I've fixed some bugs, improved the algorithm, changed the wall map and
> rendered with AA. I think this animation show better the power of the
> algorithm. :)
>
> Rune


Post a reply to this message

From: Andrew Cocker
Subject: Re: More ripples (408kbu)
Date: 14 Apr 2002 18:01:46
Message: <3cb9fc4a@news.povray.org>
Forgot to ask in my previous post.... can your water act upon other bodies?
ie. a ball floating in the water?

Andy Cocker


Post a reply to this message

From: Rune
Subject: Re: More ripples (408kbu)
Date: 14 Apr 2002 18:10:04
Message: <3cb9fe3c$1@news.povray.org>
"Andrew Cocker" wrote:
> Forgot to ask in my previous post.... can your water
> act upon other bodies?
> ie. a ball floating in the water?

That depends... How is a ball floating in the water different from a wall?
In what way would you expect the water to behave different with the ball
than with the walls?

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


Post a reply to this message

From: Mark James Lewin
Subject: Re: More ripples (408kbu)
Date: 14 Apr 2002 18:14:42
Message: <3CB9FF7A.ECB54F73@yahoo.com.au>
This has the potential to be a _very_ popular include file! Great work Rune.

MJL


Post a reply to this message

From: Slime
Subject: Re: More ripples (408kbu)
Date: 14 Apr 2002 18:40:31
Message: <3cba055f$1@news.povray.org>
> That depends... How is a ball floating in the water different from a wall?
> In what way would you expect the water to behave different with the ball
> than with the walls?


The water would move the ball around.

Seems possible to me to simulate, if you define the walls with the object
pattern rather than an image_map.

- Slime
[ http://www.slimeland.com/ ]
[ http://www.slimeland.com/images/ ]


Post a reply to this message

From: Apache
Subject: Re: More ripples (408kbu)
Date: 15 Apr 2002 07:18:13
Message: <3cbab6f5@news.povray.org>
This is great!!

How would happen if the waves wouldn't fade away that fast?

--
Apache
http://geitenkaas.dns2go.com/experiments/
apa### [at] yahoocom


Post a reply to this message

From: Rune
Subject: Re: More ripples (408kbu)
Date: 15 Apr 2002 14:41:58
Message: <3cbb1ef6@news.povray.org>
"Marc van den Dikkenberg" wrote:
> Quite amazing. :->

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


Post a reply to this message

From: Rune
Subject: Re: More ripples (408kbu)
Date: 15 Apr 2002 14:42:04
Message: <3cbb1efc@news.povray.org>
"Hugo" wrote:
> That's fantastic.. To see how someone beautifully
> controls math, and in our favourite raytracer..

Actually I have no idea how this stuff works. It just does. I might have a
slight clue about the basic algorithm as it is explained on Hugo Elias'
page, but why it forms nearly circular ripples, why it reflects so nicely
off the walls and all that I don't know. Seems like magic to me... ;)

> Now, combine the ripples with the sinus water from
> Christoph Hormann, and Zeger, whatever he did..

I'm not sure what sinus water by Christoph Hormann you're referring to.
Maybe you mean the sinus waves by Chris Howie? Anyway, mixing several
completely different techniques together is not as easy as it might sound.

> :o)  You're probably trying this already.

:(

> I suppose your code won't have difficulties with multiple
> objects in the water, but other shapes might not work?

Who knows? Any test animations you'd like to see?

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


Post a reply to this message

From: Rune
Subject: Re: More ripples (408kbu)
Date: 15 Apr 2002 14:42:05
Message: <3cbb1efd$1@news.povray.org>
"Zeger Knaepen" wrote:
> I don't have my code here, but it's a height_field
> with a granite pattern.

Thanks for the tip. I'm not sure the techniques will mix well, but I can
give it a try.

> Btw: Rune: impressive work!  And I'm not only
> talking about your water when I say that!

:)  Thanks!

And the same to you I might add!

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


Post a reply to this message

From: Rune
Subject: Re: More ripples (408kbu)
Date: 15 Apr 2002 14:42:08
Message: <3cbb1f00@news.povray.org>
"Slime" wrote:
> The water would move the ball around.

Ah.

I don't know much about how objects on top of waves are moved around, but
besides that it should be no problem.

The walls can be defined with any function, so you can use image_maps,
object patterns and all other kind of things.

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


Post a reply to this message

From: Rune
Subject: Re: More ripples (408kbu)
Date: 15 Apr 2002 14:42:10
Message: <3cbb1f02$1@news.povray.org>
"Mark James Lewin" wrote:
> This has the potential to be a _very_ popular
> include file! Great work Rune.

Thanks!

I can only hope...

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


Post a reply to this message

From: Rune
Subject: Re: More ripples (408kbu)
Date: 15 Apr 2002 14:42:11
Message: <3cbb1f03$1@news.povray.org>
"Apache" wrote:
> This is great!!

Thanks!

> How would happen if the waves wouldn't fade away that fast?

Err, they would stay longer!

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


Post a reply to this message

From: Tim Nikias
Subject: Re: More ripples (408kbu)
Date: 15 Apr 2002 15:00:57
Message: <3CBB2381.196125AE@gmx.de>
I've looked at the code Hugo Elias explains and think
I got the idea on how it all works. How exactly does
your version of the algorithm know, where to
act as if there is a wall? Using trace to "simulate" a side
of the mesh, or what?

I'm not sure anyone else but you would understand the
question, but I'd still like to know... ;-)

Rune wrote:

> I've fixed some bugs, improved the algorithm, changed the wall map and
> rendered with AA. I think this animation show better the power of the
> algorithm. :)
>
> Rune

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


Post a reply to this message

From: Zeger Knaepen
Subject: Re: More ripples (408kbu)
Date: 15 Apr 2002 15:27:49
Message: <3cbb29b5$1@news.povray.org>
> > I don't have my code here, but it's a height_field
> > with a granite pattern.
> Thanks for the tip. I'm not sure the techniques will mix well, but I can
> give it a try.
You can't do anything wrong by trying :)  But I'm afraid it won't give very good
results.  The granite-pattern won't interact with the environment...

> > Btw: Rune: impressive work!  And I'm not only
> > talking about your water when I say that!
>
> :)  Thanks!
>
> And the same to you I might add!
Thank you!

cu!
--
camera{location-z*3}#macro G(b,e)b+(e-b)*(C/50)#end#macro L(b,e,k,l)#local C=0
;#while(C<50)sphere{G(b,e),.1pigment{rgb G(k,l)}finish{ambient 1}}#local C=C+1
;#end#end L(y-x,y,x,x+y)L(y,-x-y,x+y,y)L(-x-y,-y,y,y+z)L(-y,y,y+z,x+y)L(0,x+y,
<.5,1,.5>,x)L(0,x-y,<.5,1,.5>,x)               // ZK http://www.povplace.be.tf


Post a reply to this message

From: Rune
Subject: Re: More ripples (408kbu)
Date: 15 Apr 2002 16:01:54
Message: <3cbb31b2@news.povray.org>
"Tim Nikias" wrote:
> How exactly does your version of the algorithm know,
> where to act as if there is a wall? Using trace to
> "simulate" a side of the mesh, or what?

Huh? No, no trace involved.

I wonder if you're making any tests of your own with the algorithm, or if
you're just having thoughts, because when I made my first simple tests, I
found out how to make walls pretty much by accident and it's not unlikely
that you would too...

So I'll encourage you to start experimenting! :)

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


Post a reply to this message

From: Rune
Subject: Re: More ripples (408kbu)
Date: 15 Apr 2002 16:15:33
Message: <3cbb34e5$1@news.povray.org>
I wrote:
> I'm not sure what sinus water by
> Christoph Hormann you're referring to.

Sorry, I just saw it now.
I'll have a closer look.

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


Post a reply to this message

From: K
Subject: Re: More ripples (408kbu)
Date: 15 Apr 2002 22:44:25
Message: <3cbb9009$1@news.povray.org>
You do amazing work, Rune, keep it up!

K

"Rune" <run### [at] mobilixnetdk> wrote in message
news:3cb9bc70@news.povray.org...
> I've fixed some bugs, improved the algorithm, changed the wall map and
> rendered with AA. I think this animation show better the power of the
> 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
>
>
>


Post a reply to this message

From: Tim Nikias
Subject: Re: More ripples (408kbu)
Date: 17 Apr 2002 17:19:18
Message: <3C951672.9380D663@gmx.de>
Hi Rune!

After some more pondering I think I've finally understood the
code and the "how-does-it-work"-question is solved. I haven't
written a single line of code yet, as I must get my Gerbera-
Image finished before I move to anything new (water) or
old (Particle-System).

One question though:
How did you solve the problems with the iterations? I mean, you
can easily calculate one iteration of the field per frame, and doing
faster movement of the waves is no problem, just do more iterations
per frame.
But how do you do less? Have you looked into it at all? I was
just wondering, because when I want to begin with scripting, I
want some good ideas to begin with... Makes implementing that much
easier!

Rune wrote (a while ago):

> Huh? No, no trace involved.
>
> I wonder if you're making any tests of your own with the algorithm, or if
> you're just having thoughts, because when I made my first simple tests, I
> found out how to make walls pretty much by accident and it's not unlikely
> that you would too...
>
> So I'll encourage you to start experimenting! :)
>
> Rune

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


Post a reply to this message

From: Data
Subject: Re: More ripples (408kbu)
Date: 18 Apr 2002 12:44:51
Message: <3cbef803@news.povray.org>
"Rune"  wrote
> I've fixed some bugs, improved the algorithm, changed the wall map and
> rendered with AA. I think this animation show better the power of the
> algorithm. :)
>
Extremely nice!


Post a reply to this message

From: Fernando Gonzalez del Cueto
Subject: Re: More ripples (408kbu)
Date: 18 Apr 2002 14:33:02
Message: <3cbf115e@news.povray.org>
I'm very impressed by the realism of the waves. One more time, you've left
me with my mouth wide open...

Congratulations Rune!

Fernando.


Post a reply to this message

From: Hugo
Subject: Re: More ripples (408kbu)
Date: 18 Apr 2002 17:08:43
Message: <3cbf35db$1@news.povray.org>
> > I'm not sure what sinus water by
> > Christoph Hormann you're referring to.
>
> Sorry, I just saw it now.
> I'll have a closer look.

Good!  Well, his code is beyond me and I would understand if it's hard to
mix with yours. But I recall he demonstrated a very realistic flow of water
due to *wind* but it failed to interact with objects in the water. He placed
a cylinder in the middle to embrace this effect (or lack of) and also the
walls of a pool didn't interact.. He coded his algoritm based on a more
complete article on the net that actually *did* feature code to interact
with objects (as far as I remember).. And indeed it would make the algoritm
complete, if you could merge your part.. Maybe Christoph could explain some
things if you need..?  ;o)  Okay, enough talk, I'm out.  But great work,
it's a praise to the Pov universe!

Regards,
Hugo


Post a reply to this message

From: Rune
Subject: Re: More ripples (408kbu)
Date: 18 Apr 2002 18:22:10
Message: <3cbf4712@news.povray.org>
"Data" wrote:
> Extremely nice!

Thank you!

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


Post a reply to this message

From: Rune
Subject: Re: More ripples (408kbu)
Date: 18 Apr 2002 18:22:11
Message: <3cbf4713$1@news.povray.org>
"Fernando Gonzalez del Cueto" wrote:
> I'm very impressed by the realism of the waves.
>
> One more time, you've left
> me with my mouth wide open...

Well, same here! I didn't make up this technique and I don't yet fully
understand it, so I'm as surprised with the results as anyone.

> Congratulations Rune!

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


Post a reply to this message

From: Rune
Subject: Re: More ripples (408kbu)
Date: 18 Apr 2002 18:22:12
Message: <3cbf4714$1@news.povray.org>
"K" wrote:
> You do amazing work, Rune, keep it up!

Thanks!

I'm currently working on making the algorithm more flexible and usable. One
flaw of the posted animation is that disturbances cause a single ripple
only, but that's something that can be fixed.

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


Post a reply to this message

From: Rune
Subject: Re: More ripples (408kbu)
Date: 18 Apr 2002 18:22:13
Message: <3cbf4715$1@news.povray.org>
"Tim Nikias" wrote:
> How did you solve the problems with the iterations?
> I mean, you can easily calculate one iteration of the
> field per frame, and doing faster movement of the
> waves is no problem, just do more iterations per frame.
> But how do you do less? Have you looked into it at all?

I haven't started coding it yet, but I plan to do linear interpolation.
That's what I do in my particle system, and it works well IMO.

With linear interpolation I can make the frame rate and the iteration rate
completely independent from each other, so one doesn't have to be a multiple
of the other. For example the frame rate can be 25 frames per clock unit and
the iteration rate can be 40 iterations per clock unit, which would make for
an average number of 1.6 iterations pr. frame.

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


Post a reply to this message

From: Rune
Subject: Re: More ripples (408kbu)
Date: 18 Apr 2002 18:22:14
Message: <3cbf4716$1@news.povray.org>
"Hugo" wrote:
> Good!  Well, his code is beyond me and I would
> understand if it's hard to mix with yours.

We'll see...

> He coded his algoritm based on a more complete
> article on the net that actually *did* feature
> code to interact with objects (as far as I
> remember).. And indeed it would make the algoritm
> complete, if you could merge your part.. Maybe
> Christoph could explain some things if you need..?

Chances are unfortunately that the two techniques used for wall interaction
are completely different... Also, I generally don't understand articles
about computer algorithms unless they have explicitly been written to be
easy to understand for anyone (like Hugo Elias' articles).

> ;o)  Okay, enough talk, I'm out.  But great work,
> it's a praise to the Pov universe!

Thanks, but let's wait and see how well it works in the end, shall we? ;)

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


Post a reply to this message

From: Angbandit
Subject: Re: More ripples (408kbu)
Date: 3 May 2002 09:33:24
Message: <3cd291a4@news.povray.org>
Man, that is the coolest thing I think I've ever seen anyone do with Povray.
I'm trying to learn animation with the hopes of making a Myst like game and
I just relized I have a long way to go.. but what fun it will be to go...!
"Rune" <run### [at] mobilixnetdk> wrote in message
news:3cbf4712@news.povray.org...
> "Data" wrote:
> > Extremely nice!
>
> Thank you!
>
> 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
>
>


Post a reply to this message

Copyright 2003-2023 Persistence of Vision Raytracer Pty. Ltd.