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I decided to have a play with ridged_mf. Usually I avoid it because it has
all those parameters and granite generally looks good enough. Anyway, I came
up with something rather good!
Render time 6h 36m.
I'm very pleased with it, but the horizon looks wierd with all those wave
crests at exactly the same height. Also the water has a really nice media
for stuff underwater, which is slowing down the render time, and you can't
see any sign of it in this shot! doh!
--
Tek
http://evilsuperbrain.com
Post a reply to this message
Attachments:
Download 'water2.jpg' (164 KB)
Preview of image 'water2.jpg'

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Tek nous apporta ses lumieres en ce 07/11/2006 18:34:
> I decided to have a play with ridged_mf. Usually I avoid it because it has
> all those parameters and granite generally looks good enough. Anyway, I came
> up with something rather good!
> Render time 6h 36m.
> I'm very pleased with it, but the horizon looks wierd with all those wave
> crests at exactly the same height.
Adding some turbulence or 3d noise could reduce that effect.
Also the water has a really nice media
> for stuff underwater, which is slowing down the render time, and you can't
> see any sign of it in this shot! doh!
--
Alain
-------------------------------------------------
Keep your boss’s boss off your boss’s back.
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>
> > Render time 6h 36m.
>
> > I'm very pleased with it, but the horizon looks wierd with all those wave
> > crests at exactly the same height.
> Adding some turbulence or 3d noise could reduce that effect.
>
> Also the water has a really nice media
> > for stuff underwater, which is slowing down the render time, and you can't
> > see any sign of it in this shot! doh!
>
I love this look! I think an artistic, stylized, or idealized look can be a
lot more exciting than pure realism when making synthetic images, and I
feel you're onto something great with this one. Keep it up! I have a tool
that may help with that render time. Oh, and your signature rocks ;-)
Regards,
George
http://www.gammaburst.net
> Alain
> -------------------------------------------------
> Keep your boss’s boss off your boss’s back.
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That is one of the most convincing modeling of rough seas I've seen from
Povray so far! Kudos. The froth could look a little frothier though,
then it would be just amazing.
--
H²
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Yeah the froth's a bit sharp and spikey at the moment, I'm working on it now
:)
--
Tek
http://evilsuperbrain.com
"Halbert" <hal### [at] gmail com> wrote in message
news:45512dda$1@news.povray.org...
> That is one of the most convincing modeling of rough seas I've seen from
> Povray so far! Kudos. The froth could look a little frothier though, then
> it would be just amazing.
>
> --
> H²
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"Tek" <tek### [at] evilsuperbrain com> wrote in message
news:45511803@news.povray.org...
> I decided to have a play with ridged_mf. Usually I avoid it because it has
> all those parameters and granite generally looks good enough. Anyway, I
came
> up with something rather good!
>
That's fantastic.
You might be able to fix the 'all at the same height' problem if you add a
large scale f_rand3d to the function.
How did you do the foam?
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"Tek" <tek### [at] evilsuperbrain com> wrote in message
news:4551342b$1@news.povray.org...
> Yeah the froth's a bit sharp and spikey at the moment, I'm working on it
> now :)
>
Maybe make the froth fade to transparent with something like a granite
texture.
--
-Nekar Xenos
"The truth is out there"
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"Gail Shaw" <initialsurname@sentech sa dot com> wrote in message
news:45515d23@news.povray.org...
> That's fantastic.
Thank you :)
> You might be able to fix the 'all at the same height' problem if you add a
> large scale f_rand3d to the function.
I've now added f_spotted and the problem is completely fixed (plus it now
looks like an even more dramatic ocean!).
> How did you do the foam?
The foam is controlled using a nearly identical version of the f_ridged_mf
that defines the surface, but with the gain parameter cranked up a bit so it
picks up the higher frequencies more to make a more interesting shape.
That's averaged with a crackle form <1,0,0> pattern to look a bit like some
bubbles.
--
Tek
http://evilsuperbrain.com
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"Nekar" <ger### [at] rpmmag co za> schreef in bericht
news:45516898@news.povray.org...
>
> "Tek" <tek### [at] evilsuperbrain com> wrote in message
> news:4551342b$1@news.povray.org...
>> Yeah the froth's a bit sharp and spikey at the moment, I'm working on it
>> now :)
>>
> Maybe make the froth fade to transparent with something like a granite
> texture.
>
Hey, I wa just going to say that!! :-)
Excellent, Tek!
Thomas
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"Tek" <tek### [at] evilsuperbrain com> schreef in bericht
news:45517b37$1@news.povray.org...
>
>> How did you do the foam?
>
> The foam is controlled using a nearly identical version of the f_ridged_mf
> that defines the surface, but with the gain parameter cranked up a bit so
> it picks up the higher frequencies more to make a more interesting shape.
> That's averaged with a crackle form <1,0,0> pattern to look a bit like
> some bubbles.
>
A while ago (for the Catastrophy IRTC) I have been experimenting with making
foam, but never got satisfying results... This looks much, much better!!
Thomas
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"Tek" <tek### [at] evilsuperbrain com> wrote:
> I decided to have a play with ridged_mf. Usually I avoid it because it has
> all those parameters and granite generally looks good enough. Anyway, I came
> up with something rather good!
>
> Render time 6h 36m.
>
> I'm very pleased with it, but the horizon looks wierd with all those wave
> crests at exactly the same height. Also the water has a really nice media
> for stuff underwater, which is slowing down the render time, and you can't
> see any sign of it in this shot! doh!
> --
It looks really good but… and there is always a but :-(
When you get white horses like that the sea looks different see below for
reference.
http://www.boatingandmarineinfo.org/images/forces.jpg
http://www.boatingandmarineinfo.org/beaufort.html
George Pantazopoulos said “I think an artistic, stylized, or idealized look
can be a lot more exciting than pure realism when making synthetic images”
and he is right. RL can be so disappointing.
I spent many hours wave watching when I worked offshore.
Stephen
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i'm guessing there weren't any survivers? ;)
great looking water! Please, consider George's suggestion about his "tool".
:)
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"Tek" <tek### [at] evilsuperbrain com> wrote:
> I decided to have a play with ridged_mf. Usually I avoid it because it has
> all those parameters and granite generally looks good enough. Anyway, I came
> up with something rather good!
Words fail me, this is a masterpiece. Could you post a larger render,
or even the source?-)
--
jute
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"Thomas de Groot" <t.d### [at] inter nl net> wrote in message
news:455191bf$1@news.povray.org...
>
> "Nekar" <ger### [at] rpmmag co za> schreef in bericht
> news:45516898@news.povray.org...
>>
>> "Tek" <tek### [at] evilsuperbrain com> wrote in message
>> news:4551342b$1@news.povray.org...
>>> Yeah the froth's a bit sharp and spikey at the moment, I'm working on it
>>> now :)
>>>
>> Maybe make the froth fade to transparent with something like a granite
>> texture.
>>
>
> Hey, I wa just going to say that!! :-)
> Excellent, Tek!
>
Forget the granite texture, the current crackle form <1,0,0> should be just
fine with more transparency.
--
-Nekar Xenos
"The truth is out there"
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Tek wrote:
> I decided to have a play with ridged_mf. Usually I avoid it because
> it has all those parameters and granite generally looks good enough.
> Anyway, I came up with something rather good!
>
> Render time 6h 36m.
>
> I'm very pleased with it, but the horizon looks wierd with all those
> wave crests at exactly the same height. Also the water has a really
> nice media for stuff underwater, which is slowing down the render
> time, and you can't see any sign of it in this shot! doh!
It really does look good. But I would rotate the ring about the vertical
axis a bit because the pattern is a bit too lined up with vertical,
especially with the reflections I am seeing an invisible vertical line...
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> (...)
> Tek
> http://evilsuperbrain.com
Wow! Amazing! As said above, the stylized look can be much more interesting
than pure realism, but with you image you could go in either direction.
Very well done!
You know, if you keep posting cool images, providing help and source on your
website, and being quick to help with questions here, people may start to
suspect that your superbrain isn't so evil after all...
-Stefan Sittler
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Halbert <hal### [at] gmail com> wrote:
> That is one of the most convincing modeling of rough seas I've seen from
> Povray so far! Kudos. The froth could look a little frothier though,
> then it would be just amazing.
>
> --
> H²
I agree! Imagine if he and fidos (the navier-stokes water simulation guy who
posts in p.b.a) teamed up... ;-)
George
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"Smws" <smw### [at] pobox com> wrote in message
news:web.4551fe32c41de098da53d9e40@news.povray.org...
>
> You know, if you keep posting cool images, providing help and source on
> your
> website, and being quick to help with questions here, people may start to
> suspect that your superbrain isn't so evil after all...
Really? But I'm encouraging people to develop skills that serve no
marketable purpose whatsoever! Just think of all those budding CG artists
whose lives I've ruined by leading them to povray instead of Maya!
Mwahahahahaha!
--
Tek
http://evilsuperbrain.com
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That's a good pic. The water looks a bit hard edged though and the foam
doesn't quite look right. A good pic still. :)
Post a reply to this message
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Tek schrieb:
> I decided to have a play with ridged_mf. Usually I avoid it because it has
> all those parameters and granite generally looks good enough. Anyway, I came
> up with something rather good!
>
> Render time 6h 36m.
>
> I'm very pleased with it, but the horizon looks wierd with all those wave
> crests at exactly the same height. Also the water has a really nice media
> for stuff underwater, which is slowing down the render time, and you can't
> see any sign of it in this shot! doh!
>
Pretty good - the horizon looking strange might also be due to something
else. In real life you would have quite a lot of spray in the air in
such a situation that would limit the sight so you would not be able to
see that far.
There are various things that limit realism of course here (would need
more transparency and scattering on the wavetops and foam for example)
but that's not what you are after and it looks quite good as it is.
-- Christoph
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"Tek" <tek### [at] evilsuperbrain com> schreef in bericht
news:45523a76$1@news.povray.org...
>
> Really? But I'm encouraging people to develop skills that serve no
> marketable purpose whatsoever! Just think of all those budding CG artists
> whose lives I've ruined by leading them to povray instead of Maya!
> Mwahahahahaha!
>
Now, that's evil! Shame on you!!!
Thomas
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"Christoph Hormann" <chr### [at] gmx de> wrote in message
news:4552da59$1@news.povray.org...
> Pretty good - the horizon looking strange might also be due to something
> else. In real life you would have quite a lot of spray in the air in such
> a situation that would limit the sight so you would not be able to see
> that far.
Yeah I was thinking of adding a little fog to take care of that but I
haven't got round to it yet :)
--
Tek
http://evilsuperbrain.com
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"Tek" <tek### [at] evilsuperbrain com> wrote:
> "Gail Shaw" <initialsurname@sentech sa dot com> wrote in message
> news:45515d23@news.povray.org...
> > That's fantastic.
>
> Thank you :)
>
> > You might be able to fix the 'all at the same height' problem if you add a
> > large scale f_rand3d to the function.
>
> I've now added f_spotted and the problem is completely fixed (plus it now
> looks like an even more dramatic ocean!).
>
Firstly, the water is fantastic, really dramatic looking, I guess you could
adjust the size of the rubber ring to make the waves look even larger...
Secondly any chance you can post the improved render.
Sean
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"s.day" <s.d### [at] uel ac uk> wrote in message
news:web.455394c7c41de098ffb947b40@news.povray.org...
>
> Secondly any chance you can post the improved render.
Well I was waiting until I let one finish with anti-aliasing turned on!
Trouble is I keep stopping it when it's half done to tweak the wave shapes.
Although I think I'm happy with them now, so I'm chucking a sinking ship in
there to show off the refraction and media effects below the surface. Here's
a taster (without anti-aliasing).
--
Tek
http://evilsuperbrain.com
Post a reply to this message
Attachments:
Download 'water2-1.jpg' (158 KB)
Preview of image 'water2-1.jpg'

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Oooh, those waves look very nice. Much better than I have achieved. Great work!
I'll be keeping an eye out for the code... I hope you will post it.
Kyle
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I'll probably post it when it's finished...
--
Tek
http://evilsuperbrain.com
"Kyle" <hob### [at] gate net> wrote in message
news:75k7l29lb4p1uh7tc35g3o99nnh7jjp874@4ax.com...
> Oooh, those waves look very nice. Much better than I have achieved.
> Great work!
>
> I'll be keeping an eye out for the code... I hope you will post it.
>
>
> Kyle
>
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Tek wrote:
> I decided to have a play with ridged_mf. Usually I avoid it because it has
> all those parameters and granite generally looks good enough. Anyway, I came
> up with something rather good!
>
> Render time 6h 36m.
I assume you're using an isosurface? You could probably speed up the
rendertime (by several orders of magnitude, in fact) by first rendering
the pattern as a height field.
...Chambers
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"Ben Chambers" <ben### [at] pacificwebguy com> schreef in bericht
news:45542c96@news.povray.org...
>
> I assume you're using an isosurface? You could probably speed up the
> rendertime (by several orders of magnitude, in fact) by first rendering
> the pattern as a height field.
>
...but then you will miss the overhanging parts...!
Thomas
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Thomas de Groot wrote:
> "Ben Chambers" <ben### [at] pacificwebguy com> schreef in bericht
> news:45542c96@news.povray.org...
>> I assume you're using an isosurface? You could probably speed up the
>> rendertime (by several orders of magnitude, in fact) by first rendering
>> the pattern as a height field.
>>
>
> ...but then you will miss the overhanging parts...!
>
> Thomas
>
>
Were there some? I found it hard to see any in the picture.
Of course, you could use intersections between height fields, and other
such tricks, but that gets... tricky ;)
...Chambers
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"Ben Chambers" <ben### [at] pacificwebguy com> wrote in message
news:45544d22$1@news.povray.org...
> Thomas de Groot wrote:
>>
>> ...but then you will miss the overhanging parts...!
>
> Were there some? I found it hard to see any in the picture.
The overhanging parts aren't obvious in the first version of this image
(aside from the whole thing leaning left, but that could easily be done with
Skew_Trans on a height field), but if you look at my new post they're much
more visible.
The render time's mostly caused by radiosity (which I've since disabled) and
reflections & refractions. A heightfield would be a big help with those
because it traces very quickly, though the resolution I'd need for this
image would mean a huge pretrace time to generate that heightfield, and a
huge lump of memory to store it!
--
Tek
http://evilsuperbrain.com
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"Tek" <tek### [at] evilsuperbrain com> wrote:
> "Smws" <smw### [at] pobox com> wrote in message
> news:web.4551fe32c41de098da53d9e40@news.povray.org...
> >
>>... people may start to
> > suspect that your superbrain isn't so evil after all...
>
> Really? But I'm encouraging people to develop skills that serve no
> marketable purpose whatsoever! Just think of all those budding CG artists
> whose lives I've ruined by leading them to povray instead of Maya!
> Mwahahahahaha!
>
>
LOL! Yeah, I think about that often as I tap away at my keyboard hour after
hour, tweaking, adding new things, discovering new tricks, forgetting to
eat(!), etc. What can I say--I'm a slave to POV! Happily so!
Your images are simply fantastic, technically and artistically. They (and
the various suggestions of others) comprise one of the most interesting
newspost threads I've come across in awhile. MUCH food for thought here. I
agree with others: These are some of the most astonishing water waves I've
seen using POV-Ray. I *DO* like the "heightened realism"--like Old Master
paintings. Beautiful!
Ken W.
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> I *DO* like the "heightened realism"--like Old Master paintings.
> Beautiful!
Awesome, in that case it's intentional, and not caused by my inability to do
something realistic! :-D
--
Tek
http://evilsuperbrain.com
"Kenneth" <kdw### [at] earthlink net> wrote in message
news:web.4554e34ec41de098f39556bf0@news.povray.org...
> "Tek" <tek### [at] evilsuperbrain com> wrote:
>> "Smws" <smw### [at] pobox com> wrote in message
>> news:web.4551fe32c41de098da53d9e40@news.povray.org...
>> >
>>>... people may start to
>> > suspect that your superbrain isn't so evil after all...
>>
>> Really? But I'm encouraging people to develop skills that serve no
>> marketable purpose whatsoever! Just think of all those budding CG artists
>> whose lives I've ruined by leading them to povray instead of Maya!
>> Mwahahahahaha!
>>
>>
> LOL! Yeah, I think about that often as I tap away at my keyboard hour
> after
> hour, tweaking, adding new things, discovering new tricks, forgetting to
> eat(!), etc. What can I say--I'm a slave to POV! Happily so!
>
> Your images are simply fantastic, technically and artistically. They (and
> the various suggestions of others) comprise one of the most interesting
> newspost threads I've come across in awhile. MUCH food for thought here. I
> agree with others: These are some of the most astonishing water waves I've
> seen using POV-Ray. I *DO* like the "heightened realism"--like Old Master
> paintings. Beautiful!
>
> Ken W.
>
>
Post a reply to this message
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