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Hello,
Here's the beginning of a sea scene I've been working on lately. I'm
fairly happy with it so far, but I'm not really sure where to go with it
from here. Thought I'd share, and if anyone has any comments they're
always welcome.
--
// The Mildly Infamous Blue Herring
#version 3.61;#include"functions.inc"global_settings{assumed_gamma
2.2}isosurface{function{-f_strophoid(x/2-.45,y,z*3,1,1.2,1,1.5)-.05}
contained_by{box{<-2.1,-1,-1/3>,<1.4,1,1/3>}}max_gradient 12inverse
hollow pigment{rgbf 1}interior{media{samples 8 emission<3,80,150>/255
density{crackle metric 1color_map{[0rgb 6][.03rgb 0][1rgb 0]}scale<1,
2,1>warp{turbulence<.5,.75,.5>}scale 1/3}}}translate z*3}
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Attachments:
Download 'sea.png' (246 KB)
Preview of image 'sea.png'
![sea.png](/povray.binaries.images/attachment/%3C48e53800%40news.povray.org%3E/sea.png?ttop=443866&toff=3000&preview=1)
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Forgot to mention, posts are created using Christoph Hormann's IsoWood
macros, and Evilsnack's Basic Clouds tutorial provided helpful guidance
for the clouds.
--
// The Mildly Infamous Blue Herring
#version 3.61;#include"functions.inc"global_settings{assumed_gamma
2.2}isosurface{function{-f_strophoid(x/2-.45,y,z*3,1,1.2,1,1.5)-.05}
contained_by{box{<-2.1,-1,-1/3>,<1.4,1,1/3>}}max_gradient 12inverse
hollow pigment{rgbf 1}interior{media{samples 8 emission<3,80,150>/255
density{crackle metric 1color_map{[0rgb 6][.03rgb 0][1rgb 0]}scale<1,
2,1>warp{turbulence<.5,.75,.5>}scale 1/3}}}translate z*3}
Post a reply to this message
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Blue Herring nous illumina en ce 2008-10-02 17:07 -->
> Hello,
> Here's the beginning of a sea scene I've been working on lately. I'm
> fairly happy with it so far, but I'm not really sure where to go with it
> from here. Thought I'd share, and if anyone has any comments they're
> always welcome.
>
>
> ------------------------------------------------------------------------
>
Looks OK as is.
I like your sig, but you can make it shorter: remove the version and the
global_settings. Did you notice that changing the smples valus makes some big
difference on the image?
--
Alain
-------------------------------------------------
To err is human, to forgive is not our policy.
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Blue Herring escreveu:
> Hello,
> Here's the beginning of a sea scene I've been working on lately. I'm
> fairly happy with it so far, but I'm not really sure where to go with it
> from here. Thought I'd share, and if anyone has any comments they're
> always welcome.
I enjoyed it, depressing as it may look. :)
Post a reply to this message
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"Blue Herring" <pov### [at] bherring cotse net> schreef in bericht
news:48e53800@news.povray.org...
> Hello,
> Here's the beginning of a sea scene I've been working on lately. I'm
> fairly happy with it so far, but I'm not really sure where to go with it
> from here. Thought I'd share, and if anyone has any comments they're
> always welcome.
>
Looks good so far. I am not too sure how to do this, but I suppose some
ripples around the posts would improve the water.
Thomas
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Alain wrote:
> Looks OK as is.
>
> I like your sig, but you can make it shorter: remove the version and the
> global_settings. Did you notice that changing the smples valus makes
> some big difference on the image?
Thanks! Thanks for the suggestions, I was wondering if it might be a
bit too long. I did notice that, and it surprised me. I haven't seen
that make such a difference before now. I'm assuming that the result
would converge at some higher setting.
--
-The Mildly Infamous Blue Herring
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nemesis wrote:
> I enjoyed it, depressing as it may look. :)
Thanks very much! I was shooting for somewhat desolate, though I wasn't
thinking depressing :)
--
// The Mildly Infamous Blue Herring
#include"functions.inc"isosurface{function{-f_strophoid(x/2-.45,y,
z*3,1,1.2,1,1.5)-.05}contained_by{box{<-2.1,-1,-1/3>,<1.4,1,1/3>}}
max_gradient 12inverse hollow pigment{rgbf 1}interior{media{samples
8 emission<3,80,150>/255density{crackle metric 1color_map{[0rgb 6]
[.03rgb 0][1rgb 0]}scale<1,2,1>warp{turbulence<.5,.75,.5>}scale 1/
3}}}translate z*3}
Post a reply to this message
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Thomas de Groot wrote:
> Looks good so far. I am not too sure how to do this, but I suppose some
> ripples around the posts would improve the water.
Thanks, and that's a good idea. The "ripples" pattern uses random
locations, but perhaps some sort of radial sine waves... now I have to
try it! :)
--
// The Mildly Infamous Blue Herring
#include"functions.inc"isosurface{function{-f_strophoid(x/2-.45,y,
z*3,1,1.2,1,1.5)-.05}contained_by{box{<-2.1,-1,-1/3>,<1.4,1,1/3>}}
max_gradient 12inverse hollow pigment{rgbf 1}interior{media{samples
8 emission<3,80,150>/255density{crackle metric 1color_map{[0rgb 6]
[.03rgb 0][1rgb 0]}scale<1,2,1>warp{turbulence<.5,.75,.5>}scale 1/
3}}}translate z*3}
Post a reply to this message
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I was sure I had it somewhere!
I remember I asked about this some years ago. Jim Charter provided the
following piece of code:
/**********************************************************************************
Persistence of Vision Ray Tracer Scene Description File
File name : .pov
Version : 3.6 / MegaPOV 1.0
Description : Quick stab at placing concentric ripples w objects.
Date : July 2005
Author : Jim Charter
E-mail : p.b.i. and p.b.s-f, 05-07-2005
**********************************************************************************/
#include "colors.inc"
sky_sphere {
pigment {
gradient y
color_map { [0.0 color rgb <0.7,0.7,1.0>] [1.0 color blue 0.5] }
}
}
light_source { 0
color rgb 1
translate vrotate ( <0,0,-100 >, <80, 90, 0> )
}
camera {
location vrotate ( <0,0,-20 >, <10, 0, 0> )
look_at <0,0,0>
angle 25
}
#local S = seed(1);
#local Number = 2;
#local RandomLocation = array[Number];
#local I = 0;
#while (I < Number)
#local RandomLocation[I] = < 5-10*rand(S), 0, 5-10*rand(S) > ;
#local I = I + 1;
#end
plane { y, -10 pigment { rgb 0 }}
plane { y, 0
hollow
interior { ior 1.5 }
pigment { rgb 0 }
finish { ambient 0 reflection { 1 fresnel on } }
normal {
average
normal_map {
#local I = 0;
#while (I < dimension_size(RandomLocation,1))
[1 pigment_pattern {
cylindrical
scale 5
poly_wave 1.5
pigment_map {
[0 rgb 1 ]
[1 wood
rotate x*90
cubic_wave
scale .1
pigment_map {
[0 rgb .5]
[.45 rgb .3 ]
[.55 rgb .7]
[1 rgb .5]
}
]
}
translate RandomLocation[I]
}
]
#local I = I + 1;
#end
}
}
}
#local I = 0;
#while (I < dimension_size(RandomLocation,1))
sphere { 0, .5
pigment { rgb Yellow }
translate RandomLocation[I] + <0,.25,0>
}
#local I = I + 1;
#end
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Blue Herring nous illumina en ce 2008-10-03 08:00 -->
> Alain wrote:
>> Looks OK as is.
>>
>> I like your sig, but you can make it shorter: remove the version and
>> the global_settings. Did you notice that changing the smples valus
>> makes some big difference on the image?
>
> Thanks! Thanks for the suggestions, I was wondering if it might be a
> bit too long. I did notice that, and it surprised me. I haven't seen
> that make such a difference before now. I'm assuming that the result
> would converge at some higher setting.
>
It's because you use the crackle pattern with a color_map that goes from 6 to
zero over 0.03. With more samples, you follow the actual pattern more closely.
There is about no difference if you go from 20 to 40 samples, so, yes, it does
converge with larger values.
Want to shorten a bit more?
color_map{[0rgb 6][.03rgb 0][1rgb 0]}
is the same as
color_map{[0rgb 6][.03rgb 0]}
--
Alain
-------------------------------------------------
The strongest reason for the people to retain the right to keep and bear
arms is, as a last resort, to protect themselves against tyranny in
government.
Thomas Jefferson
Post a reply to this message
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