POV-Ray : Newsgroups : povray.binaries.images : Lighthouse Server Time
15 Oct 2026 08:54:55 EDT (-0400)
  Lighthouse (Message 1 to 23 of 23)  
From: Marc Jacquier
Subject: Lighthouse
Date: 8 May 2004 07:22:47
Message: <409cc307@news.povray.org>
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


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From: LightBeam
Subject: Re: Lighthouse
Date: 8 May 2004 07:34:48
Message: <409cc5d8$1@news.povray.org>
Excellent... Really nice work :-))


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From: Rafal 'Raf256' Maj
Subject: Re: Lighthouse
Date: 8 May 2004 07:36:48
Message: <Xns94E38A49E36DBraf256com@203.29.75.35>
jac### [at] wanadoofr news:409cc307@news.povray.org

> Hi!
> an image I am working on with Moray>Pov

wow grete see, how did You did it?

As for land/rocks... very nice, but... something is a bit wrong imho.. hmm 
colors look a bit to flat IMHO... or like there was a median / oil paint 
filter applied to texture

-- 
http://www.raf256.com/3d/
Rafal Maj 'Raf256', home page - http://www.raf256.com/me/
Computer Graphics


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From: Rafal 'Raf256' Maj
Subject: Re: Lighthouse
Date: 8 May 2004 07:37:21
Message: <Xns94E38A61AF125raf256com@203.29.75.35>
spa### [at] raf256com news:Xns94E38A49E36DBraf256com@203.29.75.35

> wow grete see, how did You did it?
> 

sea

-- 
http://www.raf256.com/3d/
Rafal Maj 'Raf256', home page - http://www.raf256.com/me/
Computer Graphics


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From: Marc Jacquier
Subject: Re: Lighthouse
Date: 8 May 2004 07:40:24
Message: <409cc728@news.povray.org>
"LightBeam" <s.f### [at] tiscalifr> a écrit dans le message de news:
409cc5d8$1@news.povray.org...
> Excellent... Really nice work :-))

Thanks :)

Marc


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From: Marc Jacquier
Subject: Re: Lighthouse
Date: 8 May 2004 07:41:25
Message: <409cc765$1@news.povray.org>
"Rafal 'Raf256' Maj" <spa### [at] raf256com> a écrit dans le message de news:
Xns94E38A61AF125raf256com@203.29.75.35...
> spa### [at] raf256com news:Xns94E38A49E36DBraf256com@203.29.75.35
>
> > wow grete see, how did You did it?
> >
>
> sea
>
I'll post the  sea code on p.b.s-f as soon as I'm finished cleaning the code
:)

Marc


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From: Marc Jacquier
Subject: Re: Lighthouse
Date: 8 May 2004 07:43:44
Message: <409cc7f0$1@news.povray.org>
"Rafal 'Raf256' Maj" <spa### [at] raf256com> a écrit dans le message de news:
Xns94E38A49E36DBraf256com@203.29.75.35...
> As for land/rocks... very nice, but... something is a bit wrong imho.. hmm
> colors look a bit to flat IMHO... or like there was a median / oil paint
> filter applied to texture
>

 I quite agree: I meet some issue adding a normal pattern with a slope
pigmant pattern, I'm trying to find a workaround.
Maybe terrain will end as an isosurface as well

Marc


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From: Marc Jacquier
Subject: Re: Lighthouse
Date: 8 May 2004 08:17:54
Message: <409ccff2@news.povray.org>
"Marc Jacquier" <jac### [at] wanadoofr> a écrit dans le message de news:
409cc765$1@news.povray.org...
> >
> I'll post the  sea code on p.b.s-f as soon as I'm finished cleaning the
code
> :)

Done :)

Marc


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From: Thomas de Groot
Subject: Re: Lighthouse
Date: 8 May 2004 08:47:04
Message: <409cd6c8@news.povray.org>
"Marc Jacquier" <jac### [at] wanadoofr> schreef in bericht
news:409ccff2@news.povray.org...
>
> "Marc Jacquier" <jac### [at] wanadoofr> a écrit dans le message de
news:
> 409cc765$1@news.povray.org...
> > >
> > I'll post the  sea code on p.b.s-f as soon as I'm finished cleaning the
> code
> > :)
>
> Done :)
>
Yipee!!!! Comes just in time for a scene I have in mind!!!!!  :-))
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
What is particularly good is the green transparency in the background swell.

Thomas


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From: Kurts
Subject: Re: Lighthouse
Date: 8 May 2004 10:45:00
Message: <kurtzlepirate-09EE8A.16445508052004@news.povray.org>
In article <409cc307@news.povray.org>,
 "Marc Jacquier" <jac### [at] wanadoofr> wrote:

> ...
> Foam is after Jaime's method but I'm not satisfied (not by the method but by
> my use of it for close-up):
> ...

  where to get infos of this method ??
  thanks


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From: Marc Jacquier
Subject: Re: Lighthouse
Date: 8 May 2004 11:23:51
Message: <409cfb87$1@news.povray.org>
"Kurts" <kur### [at] yahoofr> a écrit dans le message de news:
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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From: Marc Jacquier
Subject: Re: Lighthouse
Date: 8 May 2004 11:35:06
Message: <409cfe2a@news.povray.org>
"Thomas de Groot" <t.d### [at] internlnet> a écrit dans le message de news:
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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From: Dave Sproson
Subject: Re: Lighthouse
Date: 8 May 2004 11:54:22
Message: <409d02ae$1@news.povray.org>
"Marc Jacquier" <jac### [at] wanadoofr> 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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From: Dan P
Subject: Re: Lighthouse
Date: 8 May 2004 12:08:28
Message: <409d05fc$1@news.povray.org>
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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From: Jaime Vives Piqueres
Subject: Re: Lighthouse
Date: 8 May 2004 13:04:54
Message: <409d1336$1@news.povray.org>
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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From: Christoph Hormann
Subject: Re: Lighthouse
Date: 8 May 2004 13:35:02
Message: <c7j5h2$89b$1@chho.imagico.de>
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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From: Xplo Eristotle
Subject: Re: Lighthouse
Date: 8 May 2004 13:35:41
Message: <409d1a6d@news.povray.org>
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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From: Thomas de Groot
Subject: Re: Lighthouse
Date: 9 May 2004 02:38:49
Message: <409dd1f9@news.povray.org>
"Marc Jacquier" <jac### [at] wanadoofr> schreef in bericht
news:409cfe2a@news.povray.org...
>
> "Thomas de Groot" <t.d### [at] internlnet> a écrit dans le message de
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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From: Mick Hazelgrove
Subject: Re: Lighthouse
Date: 9 May 2004 02:48:09
Message: <409dd429@news.povray.org>
Impressive!

The sea is excellent well done.

Mick


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From: Marc Jacquier
Subject: Re: Lighthouse
Date: 9 May 2004 04:00:55
Message: <409de537$1@news.povray.org>
"Dan P" <dan### [at] yahoocom> a écrit dans le message de news:
409d05fc$1@news.povray.org...
> Holy sh*t. Excellent!!!
> --
LOL thanks :-)

Marc


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From: Marc Jacquier
Subject: Re: Lighthouse
Date: 9 May 2004 04:08:49
Message: <409de711@news.povray.org>
"Jaime Vives Piqueres" <jai### [at] ignoranciaorg> a écrit dans le message
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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From: Marc Jacquier
Subject: Re: Lighthouse
Date: 9 May 2004 04:17:25
Message: <409de915$1@news.povray.org>
"Christoph Hormann" <chr### [at] gmxde> a écrit dans le message de news:
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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From: Marc Jacquier
Subject: Re: Lighthouse
Date: 9 May 2004 04:18:49
Message: <409de969@news.povray.org>
"Xplo Eristotle" <xpl### [at] infomagicnet> a écrit dans le message de news:
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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