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kurtzlepirate-09EE8A.16445508052004@news.povray.org...
>
> where to get infos of this method ??
> thanks
I just quote Jaime's april/29/2004 response in "My LOTW project" thread on
this group:
> Casually, I'm just tweaking this texture. Now I simlified it a bit,
> removing the intersection. The same terrain itself translated a bit is
> enough. There is the relevant part:
>
> #declare terrain_coast=object{terrain translate Foam_Level*y}
> #declare m_water=
> material{
> texture{
> pigment_pattern{object{terrain_coast rgb 0, rgb 1}}
> texture_map{
> [0 t_water]
> [1 t_foam]
> }
> scale 100 warp{turbulence .3 lambda 3} scale 1/100
> scale 1000 warp{turbulence .3 lambda 3} scale 1/1000
> }
> ...
>
>
> The translation amount depends on your scene scale and how much foam
> you want, and the same can be applied to the warps scale.
>
the trick is to use an object as pattern
either the calculated point is inside the object and the returned value is 1
or the point is outside and the value is 0
It is a boolean pattern
my complete code for the sea (including isosurface and material) is on the
p.b.s-f group
Marc
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409cd6c8@news.povray.org...
> >
> Yipee!!!! Comes just in time for a scene I have in mind!!!!! :-))
I'm glad that can be usefull for somebody :-)
I look forward to see your scene.
> Otherwise, I like the picture, and I think the swell is well rendered.
> Shouldn't the windphane on the lighthouse point landwards? Of course, the
> wind may have changed, and waves are pretty conservative once they are in
> motion :-0
Or maybe the axle is solden by rust :-p
No seriousely I didn't think of that, thanks for noticing it. but it should
be pointing offshore as it is facing the wind.
> What is particularly good is the green transparency in the background
swell.
Thanks I spent some time at tweaking the absorption and scattering colors
Marc
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"Marc Jacquier" <jac### [at] wanadoo fr> wrote in message
news:409cfe2a@news.povray.org...
<snip>
> Or maybe the axle is solden by rust :-p
> No seriousely I didn't think of that, thanks for noticing it. but it
should
> be pointing offshore as it is facing the wind.
Nah, those waves look as if they're being held up by an offshore breeze!
Dave.
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Marc Jacquier wrote:
> Hi!
> an image I am working on with Moray>Pov
>
> It's an existing lighthouse in Brittany
> Photos here http://www.phareland.com/Mathieu.htm
>
> I tried to make swell with an isosurface with combined bozo and f_ridged_mf
> functions
> I worked on backlit scattering in waves.
> Foam is after Jaime's method but I'm not satisfied (not by the method but by
> my use of it for close-up):
> I wanted a sort of crackle pattern combined with turbulence to simulate
> upwelling whirls close to rocks but I can't figure out how to implement it
> in SDL
>
> Comments,advices, critics are welcome a usual
>
> Marc
Holy sh*t. Excellent!!!
--
Respectfully,
Dan P
http://<broken link>
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Marc Jacquier wrote:
> I tried to make swell with an isosurface with combined bozo and f_ridged_mf
> functions
> I worked on backlit scattering in waves.
Impressive! The waves shape and texture/interior is very natural looking.
> Foam is after Jaime's method but I'm not satisfied (not by the method but by
> my use of it for close-up):
Well, the method isn't very good for close-up views. Perhaps it would
look a bit better with more transparency.
> I wanted a sort of crackle pattern combined with turbulence to simulate
> upwelling whirls close to rocks but I can't figure out how to implement it
> in SDL
That sounds *really* difficult to figure out... :)
--
Jaime
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Marc Jacquier wrote:
> Hi!
> an image I am working on with Moray>Pov
>
I already saw this one in the french group, the waves look very nice but
they are not breaking of course although they should. :-) The foam
could use some more structure, maybe some normal would be sufficient.
For the water shape a nonlinear scaling might be a good idea, the waves
should be very long at the coast but on the open sea they should be less
directed (it looks a bit strange at the horizon right now). Or use two
functions and blend them.
Christoph
--
POV-Ray tutorials, include files, Sim-POV,
HCR-Edit and more: http://www.tu-bs.de/~y0013390/
Last updated 01 May. 2004 _____./\/^>_*_<^\/\.______
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Marc Jacquier wrote:
> Hi!
> an image I am working on with Moray>Pov
>
> It's an existing lighthouse in Brittany
> Photos here http://www.phareland.com/Mathieu.htm
>
> I tried to make swell with an isosurface with combined bozo and f_ridged_mf
> functions
> I worked on backlit scattering in waves.
> Foam is after Jaime's method but I'm not satisfied (not by the method but by
> my use of it for close-up):
> I wanted a sort of crackle pattern combined with turbulence to simulate
> upwelling whirls close to rocks but I can't figure out how to implement it
> in SDL
>
> Comments,advices, critics are welcome a usual
Ban for posting photos.
Okay, maybe not. But that water looks really good, and the lighting
works too.
-Xplo
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"Marc Jacquier" <jac### [at] wanadoo fr> schreef in bericht
news:409cfe2a@news.povray.org...
>
news:
> 409cd6c8@news.povray.org...
> I'm glad that can be usefull for somebody :-)
> I look forward to see your scene.
Patience! I just started on it! It will feature, by the way, also the ruined
bridge of Panta Rei, but more in the background...
>
> Or maybe the axle is solden by rust :-p
> No seriousely I didn't think of that, thanks for noticing it. but it
should
> be pointing offshore as it is facing the wind.
Yes, of course! pointing offshore. That's what I mean. Just muddled up my
vocabulary.
Thomas
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Impressive!
The sea is excellent well done.
Mick
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409d05fc$1@news.povray.org...
> Holy sh*t. Excellent!!!
> --
LOL thanks :-)
Marc
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