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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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de news: 409d1336$1@news.povray.org...
> Impressive! The waves shape and texture/interior is very natural
looking.
Thanks
>
>
> Well, the method isn't very good for close-up views. Perhaps it would
> look a bit better with more transparency.
I'm thinking about blurring the edges with several randomly translated
and averaged instances of the pattern to return a distance dependent value
instead of a boolean
>
> > 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... :)
I think of a function combination, still a lot of work !
Marc
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c7j5h2$89b$1@chho.imagico.de...
> I already saw this one in the french group, the waves look very nice but
> they are not breaking of course although they should. :-)
I agree, I'd like some shore break tubes (with foam of course!) but I'm not
a maths freak and can't figure out what kind of function could give that
>The foam could use some more structure, maybe some normal would be
sufficient.
or more ridged_mf everywhere...
> 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.
>
I'll give it a try
Thanks
Marc
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409d1a6d@news.povray.org...
>
> Ban for posting photos.
:-)
> Okay, maybe not. But that water looks really good, and the lighting
> works too.
>
Thank you
Marc
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