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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
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![water2.jpg](/povray.binaries.images/attachment/%3C45511803%40news.povray.org%3E/water2.jpg?ttop=443866&toff=4150&preview=1)
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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
-------------------------------------------------
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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.
--
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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.
>
> --
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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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