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Samuel Benge wrote:
>
> Christoph, I'm guessing that foam is one of two things:
> * a foamy function with actual 'air holes' in it, using a really high
> max_trace_level
> * a noise-perturbed layer of function with a similar function-based
> pigment to achieve the foamy look
Actually it's simply part of the isosurface with a different texture
(less transparent and some more diffuse finish). A scattering interior
would be nice but slow as well.
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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Marc Jacquier wrote:
>
> You made an important step here
> Is there no way to make foam break forward? here it looks like it breaks
> upwards
Actually the foam is quite strongly moved forwards from the tops of the
waves but it's structure is not aimed forwards/downwards like with a
real wave. This is indeed something that needs improvement.
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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Christoph Hormann <chr### [at] gmx de> wrote:
> After Marc Jacquier's impressive lighthouse images i also tried some new
> things concerning breaking waves, here are the results:
>
> http://www.tu-bs.de/~y0013390/pov/water/waves_tst.html
>
#2 for me also.
As you note, waves are very dependant on the environment. These waves would
look very natural on a long sloping beach. For a rock shoreline such as
you depict, I would expect a very uneven bottom and a lot more variation in
size and spacing of the waves.
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Christoph Hormann wrote:
>
> After Marc Jacquier's impressive lighthouse images i also tried some new
> things concerning breaking waves, here are the results:
>
> http://www.tu-bs.de/~y0013390/pov/water/waves_tst.html
>
> To get the foam look right is quite difficult, the structure of a real
> wave is quite complicated when you have a close look. And to keep the
> render time reasonable (5-10 hours for these tests without radiosity) i
> did not use scattering media so it probably looks much too 'glassy'.
>
> There is surely a lot of room for tweaks, especially directly at the
> water line but every additional feature slows down the whole render...
>
> Christoph
>
Very nice indeed... but I can't find the link to the animation...
--
Jonathan.
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40b8d365@news.povray.org...
>
> Very nice indeed... but I can't find the link to the animation...
>
LOL I don't know if you are sleeping but you are dreaming indeed ;-)
Marc
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Christoph Hormann wrote:
Nice. This is going to mean a big step forward for a lot of scenes. When
computer speed increases (a lot), isosurfaces in POV-Ray may become *the*
standard for landscape renderings.
-Shay
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"gonzo" <rgo### [at] lanset com> wrote in message
news:web.40b65d0c76fd285da0c272b50@news.povray.org...
> Christoph Hormann <chr### [at] gmx de> wrote:
> > After Marc Jacquier's impressive lighthouse images i also tried some new
> > things concerning breaking waves, here are the results:
> >
> > http://www.tu-bs.de/~y0013390/pov/water/waves_tst.html
> >
>
> #2 for me also.
>
> As you note, waves are very dependant on the environment. These waves
would
> look very natural on a long sloping beach. For a rock shoreline such as
> you depict, I would expect a very uneven bottom and a lot more variation
in
> size and spacing of the waves.
Indeed. These are very similar to the waves that we get here, where the
beach is very gently sloped over a largest distance. Image number 1
probably represents the closest match.
Very impressive.
Lance.
thezone - thezone.firewave.com.au
thehandle - www.thehandle.com
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