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Thanks to LanuHum for the inspiration... I read his post with the words
"We can't" and "POV-Ray" on the same sentence, and I could not resist
the temptation. ;)
It's done with a sum of several f_ridged_mf() on a function
height_field, media for the water and CIE_Skylight.inc for the sky. It
could be saved as a mesh using HF_Square, but after some tests I decided
to stick to the "live" height_field version, as it parses much faster.
P.S.: The foam is still on the making...
--
jaime
Post a reply to this message
Attachments:
Download 'ocean-08.jpg' (79 KB)
Download 'ocean-09.jpg' (77 KB)
Preview of image 'ocean-08.jpg'

Preview of image 'ocean-09.jpg'

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On 3/31/2016 7:35 PM, Jaime Vives Piqueres wrote:
> I could not resist
> the temptation. ;)
They remind me of my time before the mast. :-)
They are really quite good. :-D
--
Regards
Stephen
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Am 31.03.2016 um 20:35 schrieb Jaime Vives Piqueres:
> Thanks to LanuHum for the inspiration... I read his post with the words
> "We can't" and "POV-Ray" on the same sentence, and I could not resist
> the temptation. ;)
>
> It's done with a sum of several f_ridged_mf() on a function
> height_field, media for the water and CIE_Skylight.inc for the sky. It
> could be saved as a mesh using HF_Square, but after some tests I decided
> to stick to the "live" height_field version, as it parses much faster.
>
> P.S.: The foam is still on the making...
I am freakin' impressed.
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El 31/03/16 a las 21:11, Stephen escribió:
> They remind me of my time before the mast. :-)
>
> They are really quite good. :-D
If that's a compliment from a true seaman, then I must have nailed it!
But well, I must admit I've myself observed the sea a lot, both from
the coast and offshore: I used to go fishing with my father a lot during
summer when I was young... I think he had a Taylor 50, IIRC.
--
jaime
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El 31/03/16 a las 21:13, clipka escribió:
> I am freakin' impressed.
Thanks!
It was relatively easy once I found a simple example of f_ridged_mf()
that I could understand (thanks to an old post from JGR). I just added
it four times to the function at decreasing scales with decreasing
weights. I used it in a similar vein as a normal too. The resolution of
the function HF is 8192x8192, and it just takes under 3 min. to parse.
The color for the media was also easy: SeaGreen from colors.inc seemed
perfect at first try for both the scattering and the absorption.
--
jaime
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On 3/31/2016 10:00 PM, Jaime Vives Piqueres wrote:
> El 31/03/16 a las 21:11, Stephen escribió:
>> They remind me of my time before the mast. :-)
>>
>> They are really quite good. :-D
>
> If that's a compliment from a true seaman, then I must have nailed it!
>
It is a compliment but not from a true seaman. I spent 16 years on
offshore oil rigs though. Two of them on semi submersibles. I spent many
an hour "wave watching". A glorious pastime almost as good as watching
the gas flare off before it was legislated against.
Hmm! just remembered. I was a lifeboat coxswain for a few years. Does
that count?
> But well, I must admit I've myself observed the sea a lot, both from
> the coast and offshore: I used to go fishing with my father a lot during
> summer when I was young... I think he had a Taylor 50, IIRC.
>
There is something fascinating about watching the sea. Ever the same
always different. From a helicopter, you can't tell how high you are,
fractal it is.
If you can render white caps or foam crests I will be mightily impressed.
--
Regards
Stephen
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El 31/03/16 a las 23:49, Stephen escribió:
> I spent 16 years on offshore oil rigs though.
Well, then you must know how the sea looks almost as good as a true
seaman. :)
> There is something fascinating about watching the sea.
Yes, just last weekend I was doing that. It was a beach with stones
instead sand, and looking at the pebbles was almost as fascinating.
> If you can render white caps or foam crests I will be mightily
> impressed.
I'm on it, but it's not easy to get it convincing enough...
--
jaime
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On 3/31/2016 11:06 PM, Jaime Vives Piqueres wrote:
> El 31/03/16 a las 23:49, Stephen escribió:
>> I spent 16 years on offshore oil rigs though.
>
> Well, then you must know how the sea looks almost as good as a true
> seaman. :)
>
>
Maybe better. I had a better view a hundred feet or so above the waves.
We used to watch the supply boats disappear in the troughs. A fine view
they got. Up and down, up and down. ;)
>> There is something fascinating about watching the sea.
>
> Yes, just last weekend I was doing that. It was a beach with stones
> instead sand, and looking at the pebbles was almost as fascinating.
>
>
Oh yes. :-)
Are you on the Mediterranean or the Atlantic coast?
>> If you can render white caps or foam crests I will be mightily
>> impressed.
>
> I'm on it, but it's not easy to get it convincing enough...
>
That I believe. I spent weeks trying to get a good result using Tek's
isosurface, not very well. :(
http://www.tc-rtc.co.uk/portfolio/Stephen/366/index.html
--
Regards
Stephen
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Very nice Jaime. I like the distance better than the foreground. I think
foam will help. Maybe in the Caribbean the water is that clean, but not
off New England. :)
Am 2016-03-31 17:49, also sprach Stephen:
> It is a compliment but not from a true seaman. I spent 16 years on
> offshore oil rigs though.
I worked on this tub http://www.mysticwhalercruises.com/
One job I hated was "Balaska! Polish the bell!".
Summer sun on the open water, I'd be stripped down to my cut-offs and
bandana. I found out later the purpose was to draw the white pegs [1]
out of their cabins below and they'd come hang out on deck and *not*
watch me sweat. ;)
[1] On the cruise cabin assignment board in the land office, cabins were
assigned by gender. White pegs were single women. We loved cruises with
several white pegs...
--
dik
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On 31-3-2016 20:35, Jaime Vives Piqueres wrote:
> Thanks to LanuHum for the inspiration... I read his post with the words
> "We can't" and "POV-Ray" on the same sentence, and I could not resist
> the temptation. ;)
>
> It's done with a sum of several f_ridged_mf() on a function
> height_field, media for the water and CIE_Skylight.inc for the sky. It
> could be saved as a mesh using HF_Square, but after some tests I decided
> to stick to the "live" height_field version, as it parses much faster.
>
> P.S.: The foam is still on the making...
> --
You have hit it square on, Jaime! Congrats indeed.
--
Thomas
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El 01/04/16 a las 01:27, Stephen escribió:
> Are you on the Mediterranean or the Atlantic coast?
Mediterranean (Valencia).
> That I believe. I spent weeks trying to get a good result using Tek's
> isosurface, not very well. :(
>
> http://www.tc-rtc.co.uk/portfolio/Stephen/366/index.html
>
Nice idea, but yes, the foam got a bit messy... ;)
--
jaime
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Excellent ! :-)
Jaime Vives Piqueres <jai### [at] ignorancia org> wrote:
> Thanks to LanuHum for the inspiration... I read his post with the words
> "We can't" and "POV-Ray" on the same sentence, and I could not resist
> the temptation. ;)
>
> It's done with a sum of several f_ridged_mf() on a function
> height_field, media for the water and CIE_Skylight.inc for the sky. It
> could be saved as a mesh using HF_Square, but after some tests I decided
> to stick to the "live" height_field version, as it parses much faster.
>
> P.S.: The foam is still on the making...
> --
> jaime
Post a reply to this message
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On 4/1/2016 12:30 AM, dick balaska wrote:
>
> Am 2016-03-31 17:49, also sprach Stephen:
>> It is a compliment but not from a true seaman. I spent 16 years on
>> offshore oil rigs though.
>
> I worked on this tub http://www.mysticwhalercruises.com/
>
I love the gun ports. :)
Sign me up. Me harty!*
> One job I hated was "Balaska! Polish the bell!".
That's one I would have liked. "McAvoy! Polish the 'Skiving' brass".
I liked "make work". No one really cared about the job as long as you
weren't caught skiving. But then I'm a chancer with a diploma in
skiving. ;-)
> Summer sun on the open water, I'd be stripped down to my cut-offs and
> bandana. I found out later the purpose was to draw the white pegs [1]
> out of their cabins below and they'd come hang out on deck and *not*
> watch me sweat. ;)
>
> [1] On the cruise cabin assignment board in the land office, cabins were
> assigned by gender. White pegs were single women. We loved cruises with
> several white pegs...
No! I cannot believe that. How did you keep out of their clutches with
your cut-offs and bandana?
The things that I could tell you about the professors at my "university
of life".
I spent my holidays working at Butlins holiday camps. And not as a
redcoat, either. :-)
* It really p*sses me of when I hear "Avast! me harties."
Avast means, stop what you are doing.
--
Regards
Stephen
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On 4/1/2016 8:13 AM, Jaime Vives Piqueres wrote:
> El 01/04/16 a las 01:27, Stephen escribió:
>> Are you on the Mediterranean or the Atlantic coast?
>
> Mediterranean (Valencia).
>
I changed buses there once going to Barcelona.
>> That I believe. I spent weeks trying to get a good result using Tek's
>> isosurface, not very well. :(
>>
>> http://www.tc-rtc.co.uk/portfolio/Stephen/366/index.html
>>
>
> Nice idea, but yes, the foam got a bit messy... ;)
>
And that was the best of the pick. :-(
--
Regards
Stephen
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This is the most realistic ocean I have seen so far! Will you publish
the scene source code?
Just the sky is pink and some dust does not allow to see very far, so it
seems.
All together. a GREAT SCENE!!!!!!!!
On 31.03.2016 13:35, Jaime Vives Piqueres wrote:
> Thanks to LanuHum for the inspiration... I read his post with the words
> "We can't" and "POV-Ray" on the same sentence, and I could not resist
> the temptation. ;)
>
> It's done with a sum of several f_ridged_mf() on a function
> height_field, media for the water and CIE_Skylight.inc for the sky. It
> could be saved as a mesh using HF_Square, but after some tests I decided
> to stick to the "live" height_field version, as it parses much faster.
>
> P.S.: The foam is still on the making...
> --
> jaime
>
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Jaime Vives Piqueres <jai### [at] ignorancia org> wrote:
> Thanks to LanuHum for the inspiration... I read his post with the words
> "We can't" and "POV-Ray" on the same sentence, and I could not resist
> the temptation. ;)
>
> It's done with a sum of several f_ridged_mf() on a function
> height_field, media for the water and CIE_Skylight.inc for the sky. It
> could be saved as a mesh using HF_Square, but after some tests I decided
> to stick to the "live" height_field version, as it parses much faster.
>
> P.S.: The foam is still on the making...
> --
> jaime
Very good! :)
Now show the coast. From the camera.
Such foreshortening:
Post a reply to this message
Attachments:
Download 'surf.jpg' (54 KB)
Preview of image 'surf.jpg'

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"LanuHum" <Lan### [at] yandex ru> wrote:
> Very good! :)
> Now show the coast. From the camera.
> Such foreshortening:
No way.
I want him to show the coast.
NOT from the camera...
:D
"New POV-Ray challenge...."
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On 2016/04/01 07:36 PM, Stephen wrote:
> On 4/1/2016 8:13 AM, Jaime Vives Piqueres wrote:
>> El 01/04/16 a las 01:27, Stephen escribió:
>>> Are you on the Mediterranean or the Atlantic coast?
>>
>> Mediterranean (Valencia).
>>
>
> I changed buses there once going to Barcelona.
>
>
>>> That I believe. I spent weeks trying to get a good result using Tek's
>>> isosurface, not very well. :(
>>>
>>> http://www.tc-rtc.co.uk/portfolio/Stephen/366/index.html
>>>
>>
>> Nice idea, but yes, the foam got a bit messy... ;)
>>
>
> And that was the best of the pick. :-(
>
>
I think this actually looks really good. I like the style. But not for
realism though.
--
________________________________________
-Nekar Xenos-
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"Bald Eagle" <cre### [at] netscape net> wrote:
> "LanuHum" <Lan### [at] yandex ru> wrote:
>
> > Very good! :)
> > Now show the coast. From the camera.
> > Such foreshortening:
>
> No way.
> I want him to show the coast.
> NOT from the camera...
>
> :D
>
> "New POV-Ray challenge...."
:))))
From the camera!
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On 1-4-2016 22:46, LanuHum wrote:
> Very good! :)
> Now show the coast. From the camera.
> Such foreshortening:
>
That is something I have unsuccessfully tried to do with isosurfaces.
Should be possible but...
--
Thomas
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El 01/04/16 a las 22:45, Sven Littkowski escribió:
> This is the most realistic ocean I have seen so far! Will you
> publish the scene source code?
Thanks... of course, sources will be published once I finish fiddling
with it.
> Just the sky is pink and some dust does not allow to see very far, so
> it seems.
Well, the sky is from CIE_Skylight.inc, and yes, I've never been very
satisfied with the pinkish coloring at horizon. On the first image is
less noticeable as I lowered the white point to 4000K.
The dust/haze is on purpose, to hide the fact that the sea is a mesh
with a finite resolution.
--
jaime
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El 01/04/16 a las 22:46, LanuHum escribió:
> Very good! :)
Thanks!
> Now show the coast.
If I do, don't expect to see any breaking wave there... As Thomas
said, it must be feasible, but just acquiring the knowledge to do this
procedurally will consume the rest of my lifetime.
> From the camera.
I don't know any other way to trace a scene except from the camera. ;)
> Such foreshortening
??? ..I guess the translator got confused here.
--
jaime
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El 02/04/16 a las 08:50, Thomas de Groot escribió:
> That is something I have unsuccessfully tried to do with
> isosurfaces. Should be possible but...
>
Yes, it should be possible, but the complexity behind the phenomenon is
mind-blowing.
--
jaime
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Jaime Vives Piqueres <jai### [at] ignorancia org> wrote:
> El 01/04/16 a las 22:46, LanuHum escribió:
> > Very good! :)
>
> Thanks!
>
> > Now show the coast.
>
> If I do, don't expect to see any breaking wave there... As Thomas
> said, it must be feasible, but just acquiring the knowledge to do this
> procedurally will consume the rest of my lifetime.
>
I speak about simulation in graphics editors.
You speak about programming and mathematician.
> > From the camera.
>
> I don't know any other way to trace a scene except from the camera. ;)
>
> > Such foreshortening
>
> ??? ..I guess the translator got confused here.
>
>
> --
> jaime
Sorry!
The camera is located ashore.
I wanted to see this coast.
That it was clear, I attached the picture, but you already don't understand.
My picture: where camera?
The look captures the coast on which there is a camera.
But, the essence is clear already. You way: Programming and mathematician.
NOT RMB, LMB, Middle and scroll, only keyboard. :):):)
I said earlier that Povray can't bend a surface, using normal as it does the
Blender.
You well repeated that ocean which I showed. But, it is very difficult method
for users the Blender. :)))))
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El 02/04/16 a las 10:31, LanuHum escribió:
> I speak about simulation in graphics editors.
Then that has nothing to do with POV-Ray... from that point of view,
it doesn't matter what POV-Ray can do, you just export the final mesh
and render it with a suitable material/media.
> The camera is located ashore. I wanted to see this coast. That it was
> clear, I attached the picture, but you already don't understand.
I did understand, but wondered what you wrote in russian that got
translated as "foreshortening".
> You well repeated that ocean which I showed. But, it is very
> difficult method for users the Blender. :)))))
As I said above, your exporter users should be making the ocean
surface by blender means (i.e.:
https://www.blender.org/manual/modeling/modifiers/simulate/ocean.html).
In my opinion, your job should only consist on providing good materials
on the POV-Ray export.
Anyhow, if you wanted to let your users to use POV-Ray as a modeler in
this case, you could always use the HF_Square() macro to export the
height_field function as a mesh, but I wonder how would you allow them
preview that in Blender.
--
jaime
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On 4/2/2016 3:17 AM, Nekar Xenos wrote:
> On 2016/04/01 07:36 PM, Stephen wrote:
>>
>>
>>>> That I believe. I spent weeks trying to get a good result using Tek's
>>>> isosurface, not very well. :(
>>>>
>>>> http://www.tc-rtc.co.uk/portfolio/Stephen/366/index.html
>>>>
>>>
>>> Nice idea, but yes, the foam got a bit messy... ;)
>>>
>>
>> And that was the best of the pick. :-(
>>
>>
> I think this actually looks really good. I like the style.
Thank you. You are one of the few. :-)
> But not for
> realism though.
>
I am not known for my realism. ;-)
--
Regards
Stephen
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Jaime Vives Piqueres <jai### [at] ignorancia org> wrote:
> El 02/04/16 a las 10:31, LanuHum escribió:
> > I speak about simulation in graphics editors.
>
> Then that has nothing to do with POV-Ray... from that point of view,
> it doesn't matter what POV-Ray can do, you just export the final mesh
> and render it with a suitable material/media.
>
Some render have the option "displace"
Look:
http://news.povray.org/povray.binaries.images/message/%3Cweb.56ff96e9c8daa117a3e03fe0%40news.povray.org%3E/#%3Cweb.56ff
96e9c8daa117a3e03fe0%40news.povray.org%3E
> > The camera is located ashore. I wanted to see this coast. That it was
> > clear, I attached the picture, but you already don't understand.
>
> I did understand, but wondered what you wrote in russian that got
> translated as "foreshortening".
>
The online translator puts equality sign "foreshortening" = "perspective"
:)))))
> > You well repeated that ocean which I showed. But, it is very
> > difficult method for users the Blender. :)))))
>
> As I said above, your exporter users should be making the ocean
> surface by blender means (i.e.:
> https://www.blender.org/manual/modeling/modifiers/simulate/ocean.html).
> In my opinion, your job should only consist on providing good materials
> on the POV-Ray export.
>
Yes.
> Anyhow, if you wanted to let your users to use POV-Ray as a modeler in
> this case, you could always use the HF_Square() macro to export the
> height_field function as a mesh, but I wonder how would you allow them
> preview that in Blender.
>
If macro creates the file (with mesh2), then I can load it in a scene.
> --
> jaime
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Stephen <mca### [at] aol com> wrote:
> On 4/2/2016 3:17 AM, Nekar Xenos wrote:
> > But not for
> > realism though.
> >
>
> I am not known for my realism. ;-)
>
> --
>
> Regards
> Stephen
I am not interested in realism. But, I want that the viewer understood that I
drew.
:))))
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On 4/2/2016 12:01 PM, LanuHum wrote:
> Stephen <mca### [at] aol com> wrote:
>> On 4/2/2016 3:17 AM, Nekar Xenos wrote:
>
>>> But not for
>>> realism though.
>>>
>>
>> I am not known for my realism. ;-)
>>
>> --
>>
>> Regards
>> Stephen
>
> I am not interested in realism. But, I want that the viewer understood that I
> drew.
> :))))
>
That is the best that I can hope for.
I know my place. ;)
(A tribute to the late Ronnie Corbett.)
--
Regards
Stephen
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Stephen <mca### [at] aol com> wrote:
> On 4/2/2016 12:01 PM, LanuHum wrote:
> > Stephen <mca### [at] aol com> wrote:
> >> On 4/2/2016 3:17 AM, Nekar Xenos wrote:
> >
> >>> But not for
> >>> realism though.
> >>>
> >>
> >> I am not known for my realism. ;-)
> >>
> >> --
> >>
> >> Regards
> >> Stephen
> >
> > I am not interested in realism. But, I want that the viewer understood that I
> > drew.
> > :))))
> >
>
> That is the best that I can hope for.
> I know my place. ;)
>
> (A tribute to the late Ronnie Corbett.)
>
> --
>
> Regards
> Stephen
Long ago in shop I photographed a pattern? (pictures,images?) reproduction.
I don't see it realistic, but, I would like to simulate it for animation.
For me it is very beautiful!
Post a reply to this message
Attachments:
Download 'sea_pic.jpg' (176 KB)
Preview of image 'sea_pic.jpg'

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On 4/2/2016 2:56 PM, LanuHum wrote:
>
> Long ago in shop I photographed a pattern? (pictures,images?) reproduction.
> I don't see it realistic, but, I would like to simulate it for animation.
> For me it is very beautiful!
>
I recognise the island. It the one mentioned in Shakespeare’s play, “The
Tempest”.
“…’twixt the green sea and the azured vault...’ ;)
It is strikingly vibrant and unearthly.
How to animate it?
The only thing I can think of, is to find out how animated motion lamps
work. They had a cylindrical outer and inner part and the inner cylinder
rotated from the heat of the light. The outer cylinder had transparent
areas that showed the motion. A quick google did not describe the technique.
Examples:
https://youtu.be/TT3trX6oSjk
You get a short glimpse of the moving part here.
https://www.youtube.com/watch?v=nzUSWjt3PWU
--
Regards
Stephen
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Stephen <mca### [at] aol com> wrote:
>
> I recognise the island. It the one mentioned in Shakespeare’s play, “The
> Tempest�.
> “…’twixt the green sea and the azured vault...’ ;)
It what is written? It is a Devanagari?
> How to animate it?
It is necessary to think. :)
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On 4/2/2016 9:10 PM, LanuHum wrote:
> Stephen <mca### [at] aol com> wrote:
>
>>
>> I recognise the island. It the one mentioned in Shakespeare’s play,
“The
>> Tempestâ€Â�.
>> “…’twixt the green sea and the azured vault...’ ;)
>
> It what is written? It is a Devanagari?
>
>
No that is corruption. I am posting with thunderbird using Unicode. It
should be plain English text.
Twixt the green sea and the azured vault
Twixt is old English for between.
>> How to animate it?
>
> It is necessary to think. :)
>
Yes, me too.
I found these. The insides are shown. Look at the pictures.
http://www.smsnoveltiques.com/referencemotionlamps.asp
https://www.realorrepro.com/article/Reproductions-in-motion
--
Regards
Stephen
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On 2-4-2016 21:32, Stephen wrote:
> On 4/2/2016 2:56 PM, LanuHum wrote:
>>
>> Long ago in shop I photographed a pattern? (pictures,images?)
>> reproduction.
>> I don't see it realistic, but, I would like to simulate it for animation.
>> For me it is very beautiful!
>>
>
> I recognise the island. It the one mentioned in Shakespeare’s play, “The
> Tempest”.
> “…’twixt the green sea and the azured vault...’ ;)
>
> It is strikingly vibrant and unearthly.
>
> How to animate it?
> The only thing I can think of, is to find out how animated motion lamps
> work. They had a cylindrical outer and inner part and the inner cylinder
> rotated from the heat of the light. The outer cylinder had transparent
> areas that showed the motion. A quick google did not describe the
> technique.
> Examples:
>
> https://youtu.be/TT3trX6oSjk
>
> You get a short glimpse of the moving part here.
>
> https://www.youtube.com/watch?v=nzUSWjt3PWU
>
I may be missing something here, but is animation not very easy? just
rotate the inner cylinder. Essentially, the whole structure consists of
two moving semitransparent, superposed, image_maps.
--
Thomas
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On 4/3/2016 7:54 AM, Thomas de Groot wrote:
>
> I may be missing something here, but is animation not very easy? just
> rotate the inner cylinder. Essentially, the whole structure consists of
> two moving semitransparent, superposed, image_maps.
>
>
Probably not. But it is mumble, mumble years since I have seen one and
was not sure how the effect was created. I thought that the glass
cylinders might have been moulded to give local lenses on the inside.
Will the illusion work with computer graphics using planer images?
What sort of masking is needed for the images and what frame rate to
use? These questions I will need to find an answer to.
I think that this might distract me from Elite Dangerous, for a while. :-)
--
Regards
Stephen
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Stephen <mca### [at] aol com> wrote:
> On 4/3/2016 7:54 AM, Thomas de Groot wrote:
> >
> > I may be missing something here, but is animation not very easy? just
> > rotate the inner cylinder. Essentially, the whole structure consists of
> > two moving semitransparent, superposed, image_maps.
> >
> >
>
> Probably not. But it is mumble,
Yes! Desires differ from opportunities...
:)))))
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On 3-4-2016 10:18, Stephen wrote:
> On 4/3/2016 7:54 AM, Thomas de Groot wrote:
>>
>> I may be missing something here, but is animation not very easy? just
>> rotate the inner cylinder. Essentially, the whole structure consists of
>> two moving semitransparent, superposed, image_maps.
>>
>>
>
> Probably not. But it is mumble, mumble years since I have seen one and
> was not sure how the effect was created. I thought that the glass
> cylinders might have been moulded to give local lenses on the inside.
Hmm... that is an interesting approach I had not thought about. Variable
thickness of the inner cylinder might certainly be an interesting effect.
>
> Will the illusion work with computer graphics using planer images?
> What sort of masking is needed for the images and what frame rate to
> use? These questions I will need to find an answer to.
> I think that this might distract me from Elite Dangerous, for a while. :-)
>
Good. It will keep you from grave mischief in the digital world. I may
want to explore a bit about superposition of images and such, without
the animation part. I think that ior and photons should be involved too
in the end.
--
Thomas
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Am 02.04.2016 um 22:10 schrieb LanuHum:
> Stephen <mca### [at] aol com> wrote:
>
>>
>> I recognise the island. It the one mentioned in Shakespeare’s play, “The
>> Tempest�.
>> “…’twixt the green sea and the azured vault...’ ;)
>
> It what is written? It is a Devanagari?
To quote from Stephen's post (the message header, to be precise):
----------------------------------------------------------------
Subject: Re: Ocean
Newsgroups: povray.binaries.images
References: <56ffb693$1@news.povray.org>
<web.56ffcf8542d9a4ac7a3e03fe0@news.povray.org>
From: Stephen <mca### [at] aol com>
Date: Sat, 2 Apr 2016 20:32:12 +0100
User-Agent: Mozilla/5.0 (Windows NT 6.1; WOW64; rv:38.0) Gecko/20100101
Thunderbird/38.5.1
MIME-Version: 1.0
In-Reply-To: <web.56ffcf8542d9a4ac7a3e03fe0@news.povray.org>
Content-Type: text/plain; charset=utf-8; format=flowed
...
----------------------------------------------------------------
Note the "charset=utf-8".
The web interface to the newsgroups apparently fails to handle character
sets; newsreaders typically display the content properly.
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On 4/3/2016 12:20 PM, Thomas de Groot wrote:
> On 3-4-2016 10:18, Stephen wrote:
>> On 4/3/2016 7:54 AM, Thomas de Groot wrote:
>>>
>>> I may be missing something here, but is animation not very easy? just
>>> rotate the inner cylinder. Essentially, the whole structure consists of
>>> two moving semitransparent, superposed, image_maps.
>>>
>>>
>>
>> Probably not. But it is mumble, mumble years since I have seen one and
>> was not sure how the effect was created. I thought that the glass
>> cylinders might have been moulded to give local lenses on the inside.
>
> Hmm... that is an interesting approach I had not thought about. Variable
> thickness of the inner cylinder might certainly be an interesting effect.
>
>>
>> Will the illusion work with computer graphics using planer images?
>> What sort of masking is needed for the images and what frame rate to
>> use? These questions I will need to find an answer to.
>> I think that this might distract me from Elite Dangerous, for a while.
>> :-)
>>
>
> Good. It will keep you from grave mischief in the digital world. I may
> want to explore a bit about superposition of images and such, without
> the animation part. I think that ior and photons should be involved too
> in the end.
>
Proof of concept.
It needs more work on the inner cylinder* and the masking.
It is short and cyclic. Probably better to download it and watch it looping.
https://youtu.be/21Tb8_HIDp8
* Not that there are cylinders, it is planer.
--
Regards
Stephen
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Stephen <mca### [at] aol com> wrote:
>
> Proof of concept.
> It needs more work on the inner cylinder* and the masking.
> It is short and cyclic. Probably better to download it and watch it looping.
>
> https://youtu.be/21Tb8_HIDp8
>
>
> * Not that there are cylinders, it is planer.
>
>
> --
>
> Regards
> Stephen
This toy can be made so:
#declare Light_waves = texture {pigment {
agate
color_map{[0 rgbt<1,1,1,0.9>]
[1 rgbt<0,0,0,0.9>]}
scale <1,10,1>
translate -z * ANIMATION
}
}
#declare All = texture {
texture {Sea}
texture {Light_waves}
}
My idea more serious:
1. Create curves.
2. Insert shape keys
3. Use LanuHum,s exporter.
Good?
Post a reply to this message
Attachments:
Download 'idea.jpg' (27 KB)
Preview of image 'idea.jpg'

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On 4/4/2016 4:54 PM, LanuHum wrote:
> This toy can be made so:
>
> #declare Light_waves = texture {pigment {
> agate
> color_map{[0 rgbt<1,1,1,0.9>]
> [1 rgbt<0,0,0,0.9>]}
> scale <1,10,1>
> translate -z * ANIMATION
> }
> }
>
> #declare All = texture {
> texture {Sea}
> texture {Light_waves}
> }
>
> My idea more serious:
> 1. Create curves.
> 2. Insert shape keys
> 3. Use LanuHum,s exporter.
> Good?
Yes good but first one better. ;)
--
Regards
Stephen
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Le 16-04-03 04:18, Stephen a écrit :
> On 4/3/2016 7:54 AM, Thomas de Groot wrote:
>>
>> I may be missing something here, but is animation not very easy? just
>> rotate the inner cylinder. Essentially, the whole structure consists of
>> two moving semitransparent, superposed, image_maps.
>>
>>
>
> Probably not. But it is mumble, mumble years since I have seen one and
> was not sure how the effect was created. I thought that the glass
> cylinders might have been moulded to give local lenses on the inside.
>
> Will the illusion work with computer graphics using planer images?
> What sort of masking is needed for the images and what frame rate to
> use? These questions I will need to find an answer to.
> I think that this might distract me from Elite Dangerous, for a while. :-)
>
The inner, rotating, cylinder have transparent and diffuse areas.
The transparent areas can be coloured, as can the diffuse areas.
The light used is usualy a standard light bulb. If the distance between
the inner and outer cylinders is small, a frosted bulb is used, and a
clear one if the distance is large. This is to provide softer shading.
It can easily be done with a computer using planar image in several ways.
You can have the shading image with no_image set between the light and
the image.
You can use back side illumination that replicate the actual device.
You can use a blurred image that is to be layered with the base image.
There are probably other ways to acheive the same effect.
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On 4-4-2016 14:58, Stephen wrote:
> Proof of concept.
> It needs more work on the inner cylinder* and the masking.
> It is short and cyclic. Probably better to download it and watch it
> looping.
>
> https://youtu.be/21Tb8_HIDp8
Yes, that looks like it I believe.
--
Thomas
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On 4/4/2016 10:42 PM, Alain wrote:
>> Will the illusion work with computer graphics using planer images?
>> What sort of masking is needed for the images and what frame rate to
>> use? These questions I will need to find an answer to.
>> I think that this might distract me from Elite Dangerous, for a while.
>> :-)
>>
>
> The inner, rotating, cylinder have transparent and diffuse areas.
> The transparent areas can be coloured, as can the diffuse areas.
> The light used is usualy a standard light bulb. If the distance between
> the inner and outer cylinders is small, a frosted bulb is used, and a
> clear one if the distance is large. This is to provide softer shading.
>
Thanks for the reply, Alain. What you've said makes perfect sense.
> It can easily be done with a computer using planar image in several ways.
> You can have the shading image with no_image set between the light and
> the image.
> You can use back side illumination that replicate the actual device.
> You can use a blurred image that is to be layered with the base image.
> There are probably other ways to acheive the same effect.
Interesting techniques. I used a mask made from the shape of the sea to
restrict the area that had movement. Some areas of the sea looks fine
but others look wrong. So I started to make additional masks but my
image editing s/ware is so old (Paintshop Pro 7) it is too tedious to
continue.
I am happy to know it can be done, though.
--
Regards
Stephen
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El 31/03/16 a las 20:35, Jaime Vives Piqueres escribió:
> P.S.: The foam is still on the making...
After a lot of failed attempts with different techniques to place the
foam on the crests edges, I figured out the solution would be to use the
proximity macro by Samuel Benge. Here is attached the first try using
Nest_Prox()... still needs work.
--
jaime
Post a reply to this message
Attachments:
Download 'ocean-14.jpg' (134 KB)
Preview of image 'ocean-14.jpg'

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On 5-4-2016 12:11, Jaime Vives Piqueres wrote:
> El 31/03/16 a las 20:35, Jaime Vives Piqueres escribió:
>> P.S.: The foam is still on the making...
>
> After a lot of failed attempts with different techniques to place the
> foam on the crests edges, I figured out the solution would be to use the
> proximity macro by Samuel Benge. Here is attached the first try using
> Nest_Prox()... still needs work.
>
Good thinking Jaime! That is very good looking.
Something I remember from my days at sea is that sometimes, a given part
of the wave became temporarily (less than a minute) an almost perfect
surface without irregularities and with a high transparency. Not a hint
to you but just something I remember, in particular from the North Sea.
I crossed the Southern Atlantic and criss-crossed the Antarctic waters
(on the Polarstern) but I do not remember that from over there.
--
Thomas
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Jaime Vives Piqueres <jai### [at] ignorancia org> wrote:
> El 01/04/16 a las 22:45, Sven Littkowski escribió:
> > This is the most realistic ocean I have seen so far! Will you
> > publish the scene source code?
>
> Thanks... of course, sources will be published once I finish fiddling
> with it.
>
> > Just the sky is pink and some dust does not allow to see very far, so
> > it seems.
>
> Well, the sky is from CIE_Skylight.inc, and yes, I've never been very
> satisfied with the pinkish coloring at horizon. On the first image is
> less noticeable as I lowered the white point to 4000K.
>
> The dust/haze is on purpose, to hide the fact that the sea is a mesh
> with a finite resolution.
>
> --
> jaime
I'm developing a skylight generator to produce pre-traced image map. Maybe it
can help that.
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El 06/04/16 a las 16:23, And escribió:
> I'm developing a skylight generator to produce pre-traced image map.
> Maybe it can help that.
It could be interesting, indeed. CIE_Skylight.inc has also a problem
where seams between dome triangles are sometimes visible...
Your generator is POV-Ray SDL or an external program?
--
jaime
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Jaime Vives Piqueres <jai### [at] ignorancia org> wrote:
> El 06/04/16 a las 16:23, And escribió:
> > I'm developing a skylight generator to produce pre-traced image map.
> > Maybe it can help that.
>
> It could be interesting, indeed. CIE_Skylight.inc has also a problem
> where seams between dome triangles are sometimes visible...
>
> Your generator is POV-Ray SDL or an external program?
>
> --
> jaime
POV-Ray SDL. I use many functions() to simulate the ray-tracing of the sky.
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El 06/04/16 a las 18:08, And escribió:
> POV-Ray SDL. I use many functions() to simulate the ray-tracing of the sky.
That's nice... I'm looking forward to it being released.
--
jaime
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