POV-Ray : Newsgroups : povray.binaries.images : Sea water : Re: Sea water Server Time
8 Feb 2023 09:29:17 EST (-0500)
  Re: Sea water  
From: s day
Date: 3 Oct 2022 04:50:00
Message: <web.633aa12c9763bd249ae1a5056a8f0b95@news.povray.org>
Ah, fond memories of media and isosurface water, so many hours/days of fun
trying to get the textures right ;-)

I pretty much agree with what others have said, the texture itself is great, the
waves to me don't look right, probably a scale thing with the rest of the scene
but to me it looks like the sea is fairly choppy so I would expect some
foam/maybe a small amount of spray around the jetty. This chap had a reasonable
go at spray a few years back ;-)
http://news.povray.org/povray.binaries.images/thread/%3Cop.wy4fbhvoufxv4h%40xena%3E/

Something like below scaled correctly around the posts of the jetty might work
but maybe too much for the wave level:

sphere { 0, 1.5
 hollow no_shadow
  texture { pigment { rgbt 1 } }
  interior {
    media {  absorption 1  emission 0.9 scattering { 3 3 extinction 0.9} method
3 samples 10 intervals 1
density{ onion frequency 2 rotate <90, 0, 0>  scale <1, 5, 1>
             color_map {
              [0.00 rgb 0]
              [1.00 rgb 1]
             } // end color_map
            warp { turbulence <0.68, 1.73, 0.46> lambda 4.15 omega 0.8 octaves
10 }
             scale 0.5
           } // end density
    density{ marble frequency 1 rotate <5, 0, 0>  scale <1, 5, 1> rotate <0, 5,
30>  translate <-0.5, 0, 0>
             color_map {
              [0.00 rgb 0.2]
              [1.00 rgb 1]
             } // end color_map
            warp { turbulence <0.48, 0.73, 0.46> lambda 4.15 omega 0.8 octaves
10 }
             scale 0.6
           } // end density
      density { spherical
        warp { turbulence 0.4 lambda 4.15 omega 0.8 octaves 10 }
        density_map {
          [1-.99*.75 rgb 0]
          [1-.99*.75 rgb 1]
          [1 rgb 1] }
      }
    }
    media {  absorption 0.1  emission .15 scattering { 3 .1 extinction 0.95}
method 3 samples 200 intervals 1
      density { spherical
        warp { turbulence 0.5 lambda 2.15 omega 0.7 octaves 10 }
        density_map {
          [1-.99*.75 rgb 0]
          [1-.99*.75 rgb 1]
          [1 rgb 1] }
      }
    }
  }
  scale <3, 4.5, 1>
}


Trying to get sea to look correct where it meets the coastline is one of the
hardest things to do, it certainly would be better if you could get the foam
along that part.


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