POV-Ray : Newsgroups : povray.binaries.images : underwater landscape latest wip [27kb] Server Time
14 Aug 2024 15:23:44 EDT (-0400)
  underwater landscape latest wip [27kb] (Message 1 to 10 of 10)  
From: Tom Melly
Subject: underwater landscape latest wip [27kb]
Date: 7 Oct 2002 07:43:20
Message: <3da17358@news.povray.org>
If I get this finished in time I'll be amazed....

Can anyone give me a few ideas as to how to deform an iso-surface (the sand)
where the rock and corals rest?

--
#macro A(V,B,C,R)#while(B-256)#if(V-128/B>=0)sphere{0,.5translate<C-4R-1,9>
pigment{rgb<1-C/8R/2C/8>}}#local V=V-128/B;#end#local B=B*2;#local C=C+1;#
end#end A(234,1,0,2)A(85,1,0,1)A(81,1,0,0)light_source{-5 1}//Tom Melly


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From: Wald
Subject: Re: underwater landscape latest wip [27kb]
Date: 7 Oct 2002 10:50:07
Message: <3da19f1f$1@news.povray.org>
"Tom Melly" <tom### [at] tomandlucouk> wrote in message
news:3da17358@news.povray.org...
> If I get this finished in time I'll be amazed....
>
> Can anyone give me a few ideas as to how to deform an iso-surface
(the sand)
> where the rock and corals rest?

I'm in absolutely no position to criticize your or anyone else's work
here (total newbie :-), but I thought I'd mention this, since it also
caught my eye in your previous version.
The lighting pattern that the water waves cause on the bottom sand,
appear too uniform in this picture, IMHO. They seem too parallel, like
a bunch of sine waves with the same period and amplitude. I notice
some variation here and there, but the overall look is uniform to me.

Regards,
Wald


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From: Tom Melly
Subject: Re: underwater landscape latest wip [27kb]
Date: 7 Oct 2002 11:02:16
Message: <3da1a1f8$1@news.povray.org>
"Wald" <arn### [at] n-o_s-p-a-magrkuleuvenacbe> wrote in message
news:3da19f1f$1@news.povray.org...
>

> The lighting pattern that the water waves cause on the bottom sand,
> appear too uniform in this picture, IMHO. They seem too parallel, like
> a bunch of sine waves with the same period and amplitude. I notice
> some variation here and there, but the overall look is uniform to me.
>

Actually, the pattern you are seeing is the ocean floor (an iso-surface). I'm
not quite sure why the crest of each ridge gets highlighted quite so much,
although nor am I convinced that such lighting is unrealistic.

The caustics cast by the ocean surface are much subtler.

That aside, even the ocean floor probably needs a bit more turbulence than is
seen here. Thanks.


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From: Mick Hazelgrove
Subject: Re: underwater landscape latest wip [27kb]
Date: 7 Oct 2002 11:36:35
Message: <3da1aa03@news.povray.org>
Tom

In the past I've achieved similar effects by rendering the scene with an
orthographic camera then used a paint program to lighten the bits around the
rocks and finally use as a HF.

Mick

"Tom Melly" <tom### [at] tomandlucouk> wrote in message
news:3da17358@news.povray.org...
> If I get this finished in time I'll be amazed....
>
> Can anyone give me a few ideas as to how to deform an iso-surface (the
sand)
> where the rock and corals rest?
>
> --
> #macro
A(V,B,C,R)#while(B-256)#if(V-128/B>=0)sphere{0,.5translate<C-4R-1,9>
> pigment{rgb<1-C/8R/2C/8>}}#local V=V-128/B;#end#local B=B*2;#local C=C+1;#
> end#end A(234,1,0,2)A(85,1,0,1)A(81,1,0,0)light_source{-5 1}//Tom Melly
>
>
>


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From: Tom Melly
Subject: Re: underwater landscape latest wip [27kb]
Date: 7 Oct 2002 12:23:09
Message: <3da1b4ed$1@news.povray.org>
"Mick Hazelgrove" <mic### [at] mhazelgrovefsnetcouk> wrote in message
news:3da1aa03@news.povray.org...
> Tom
>
> In the past I've achieved similar effects by rendering the scene with an
> orthographic camera then used a paint program to lighten the bits around the
> rocks and finally use as a HF.
>

I was afraid you'd say that... ;)

I've done similiar myself (the footprints, etc, in my narnia irtc image), but I
was hoping to keep the floor pure iso...


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From: Simon Adameit
Subject: Re: underwater landscape latest wip [27kb]
Date: 7 Oct 2002 12:51:42
Message: <3da1bb9e@news.povray.org>
"Tom Melly" wrote:
>
> I was afraid you'd say that... ;)
>
> I've done similiar myself (the footprints, etc, in my narnia irtc image),
but I
> was hoping to keep the floor pure iso...
>

You dont have to use a hight_field if you want to use an image to deform the
surface you can also deform isos with images.


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From: Marc-Hendrik Bremer
Subject: Re: underwater landscape latest wip [27kb]
Date: 7 Oct 2002 13:00:32
Message: <3da1bdb0@news.povray.org>
"Simon Adameit" <gom### [at] gmxde> schrieb im Newsbeitrag
news:3da1bb9e@news.povray.org...
>
> You dont have to use a hight_field if you want to use an image to deform
the
> surface you can also deform isos with images.
>

Another possibility would be to use select() with some sin()-function, to
get smooth transitions. This might be quite difficult to control and at some
point quite slow though.
If you are willing to make some trial and error, you could use a cylindrical
function (centred on the rock) to control the amount of another function,
say a bump-pattern-function. If speed is an issue, an image-function might
be the fastest solution IMHO.

Marc-Hendrik


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From: Marc Jacquier
Subject: Re: underwater landscape latest wip [27kb]
Date: 7 Oct 2002 15:23:04
Message: <3da1df18@news.povray.org>

3da1bb9e@news.povray.org...
>
> "Tom Melly" wrote:
> >
> > I was afraid you'd say that... ;)
> >
> > I've done similiar myself (the footprints, etc, in my narnia irtc
image),
> but I
> > was hoping to keep the floor pure iso...
> >
>
> You dont have to use a hight_field if you want to use an image to deform
the
> surface you can also deform isos with images.
>
You just have to use an image_map as a pigment then convert this pigment to
function and combine this function with your ripples pattern
Marc


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From: Ben Birdsey
Subject: Re: underwater landscape latest wip [27kb]
Date: 8 Oct 2002 12:08:07
Message: <3DA30270.D746F8AB@mail.com>
Tom -

It might be possible to add in an isosurface "blob" with a negative
weight that will make a crater in your sand.  If you have to construct
the thing yourself, you could use something like

#define myblob(x,y,z) = function{ (1+sqrt( pow(x-x0,2) + pow(y-y0,2) +
pow(z-z0,2)) exp( sqrt( pow(x-x0,2) + pow(y-y0,2) + pow(z-z0,2) ) }

so if you set <x0,y0,z0> to be at the center of your rock and
subtract(add) the function and you have an instant rock crater(hill)!

- Ben Birdsey


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From:
Subject: Re: underwater landscape latest wip [27kb]
Date: 9 Oct 2002 23:38:16
Message: <3da4f628@news.povray.org>

news:3da1a1f8$1@news.povray.org...
> "Wald" <arn### [at] n-o_s-p-a-magrkuleuvenacbe> wrote in message
> news:3da19f1f$1@news.povray.org...
> >
>
> > The lighting pattern that the water waves cause on the bottom sand,
> > appear too uniform in this picture, IMHO. They seem too parallel, like
> > a bunch of sine waves with the same period and amplitude. I notice
> > some variation here and there, but the overall look is uniform to me.
> >
>
> Actually, the pattern you are seeing is the ocean floor (an iso-surface).
I'm
> not quite sure why the crest of each ridge gets highlighted quite so much,
> although nor am I convinced that such lighting is unrealistic.

I found such lighting very unrealistic. It seems as if the water has waves
in only one dimension, which in a general oceanic environment, is virtually
impossible.

However, I must say I'm utterly impressed by the corals.

Fernando.


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