POV-Ray : Newsgroups : povray.binaries.images : Sea water Server Time
22 Dec 2024 23:18:24 EST (-0500)
  Sea water (Message 1 to 9 of 9)  
From: Chris R
Subject: Sea water
Date: 26 Sep 2022 15:55:00
Message: <web.6332034622a166624a7a0a05cc1b6e@news.povray.org>
I started playing around with making realistic looking sea water and went down a
number of rabbit holes creating the island, dock, boat, curtain wall, etc... :-)

This isn't a terribly high-quality rendering.  I have run it at very high levels
of anti-aliasing quality and radiosity quality where it takes about 4 days to
render, but the water is starting to look pretty good, so I thought I'd share
it.

At some point I'll expand the scene so there's a reason the ship is there, and
there's a reason the walled fortress is there, but I am inviting comments on the
water rendering mostly.

This is a combination of ideas and code borrowed from Christopher Hormann's
realistic water tutorial, and a number of newsgroup discussions about using
media to color the water.

It's exciting that other people are posting their work here more frequently.
I'm happy the community is alive and well and still coming up with interesting
ideas.

-- Chris R.


Post a reply to this message


Attachments:
Download 'scene.png' (1126 KB)

Preview of image 'scene.png'
scene.png


 

From: Bald Eagle
Subject: Re: Sea water
Date: 26 Sep 2022 20:05:00
Message: <web.63323cfe9763bd241f9dae3025979125@news.povray.org>
"Chris R" <car### [at] comcastnet> wrote:

> At some point I'll expand the scene so there's a reason the ship is there, and
> there's a reason the walled fortress is there, but I am inviting comments on the
> water rendering mostly.


Well, to my eye - that's looking really nice.   Probably better than anything
I'd be able to do after plugging away at it (just the water texture) for hours.

I like the color, and the sense of depth that the "ramp" in the shallows
disappearing into the deeper water gives.

One thing I think is missing is the almost ubiquitous foam - given the amount of
surface disturbance you have.   Maybe a bit of other stuff - bits of seaweed or
driftwood. I'm not sure how you're generating your water "shape" (isosurface?),
but maybe adding some bubbles into the mix - or faking them with rgbt white
spheres would add a touch more realism?

Do an image search on water / shorelines and see what tiny details you think
would be easy enough to add to get the most bang for the buck.


Post a reply to this message

From: Thomas de Groot
Subject: Re: Sea water
Date: 27 Sep 2022 07:35:03
Message: <6332dfe7$1@news.povray.org>
Op 26-9-2022 om 21:54 schreef Chris R:
> I started playing around with making realistic looking sea water and went down a
> number of rabbit holes creating the island, dock, boat, curtain wall, etc... :-)
> 
I believe this is looking very good already. Like Bald Eagle, I miss the 
foam, both from the waves breaking on the shore, and the foam more or 
less related to the wave crests. There is work from Sean Day (Wreck), 
Marc Jacquier (his lighthouse scene), and Tek also, which tackle these 
questions; and there is interesting code on Jaime Vives Piqueres' site. 
I combined different approaches in my scene "Eroded Range" from 2020.

> This isn't a terribly high-quality rendering.  I have run it at very high levels
> of anti-aliasing quality and radiosity quality where it takes about 4 days to
> render, but the water is starting to look pretty good, so I thought I'd share
> it.
> 
> At some point I'll expand the scene so there's a reason the ship is there, and
> there's a reason the walled fortress is there, but I am inviting comments on the
> water rendering mostly.
> 
Looking forward to the rest of the scene too! Early Medieval, isn't it?

> This is a combination of ideas and code borrowed from Christopher Hormann's
> realistic water tutorial, and a number of newsgroup discussions about using
> media to color the water.
> 
The water media is a tricky business. I have spent hours in experimenting.

> It's exciting that other people are posting their work here more frequently.
> I'm happy the community is alive and well and still coming up with interesting
> ideas.
> 
I agree. Keep on the good work!

-- 
Thomas


Post a reply to this message

From: Alain Martel
Subject: Re: Sea water
Date: 27 Sep 2022 10:11:13
Message: <63330481$1@news.povray.org>
Le 2022-09-26 à 15:54, Chris R a écrit :
> I started playing around with making realistic looking sea water and went down a
> number of rabbit holes creating the island, dock, boat, curtain wall, etc... :-)
> 
> This isn't a terribly high-quality rendering.  I have run it at very high levels
> of anti-aliasing quality and radiosity quality where it takes about 4 days to
> render, but the water is starting to look pretty good, so I thought I'd share
> it.
> 
> At some point I'll expand the scene so there's a reason the ship is there, and
> there's a reason the walled fortress is there, but I am inviting comments on the
> water rendering mostly.
> 
> This is a combination of ideas and code borrowed from Christopher Hormann's
> realistic water tutorial, and a number of newsgroup discussions about using
> media to color the water.
> 
> It's exciting that other people are posting their work here more frequently.
> I'm happy the community is alive and well and still coming up with interesting
> ideas.
> 
> -- Chris R.
> 

That's relatively calm water in a protected bay, explaining the absence 
of foam and the limpidity.
The white ground covering looks like it's snow, so, Winter time. Why is 
the snow continuing under the water ? It should float as it quickly melt.


Post a reply to this message

From: Chris R
Subject: Re: Sea water
Date: 27 Sep 2022 10:55:00
Message: <web.63330e989763bd24fd3b3a785cc1b6e@news.povray.org>
"Bald Eagle" <cre### [at] netscapenet> wrote:
> "Chris R" <car### [at] comcastnet> wrote:
>
> > At some point I'll expand the scene so there's a reason the ship is there, and
> > there's a reason the walled fortress is there, but I am inviting comments on the
> > water rendering mostly.
>
>
> Well, to my eye - that's looking really nice.   Probably better than anything
> I'd be able to do after plugging away at it (just the water texture) for hours.
>
> I like the color, and the sense of depth that the "ramp" in the shallows
> disappearing into the deeper water gives.
>
> One thing I think is missing is the almost ubiquitous foam - given the amount of
> surface disturbance you have.   Maybe a bit of other stuff - bits of seaweed or
> driftwood. I'm not sure how you're generating your water "shape" (isosurface?),
> but maybe adding some bubbles into the mix - or faking them with rgbt white
> spheres would add a touch more realism?
>
> Do an image search on water / shorelines and see what tiny details you think
> would be easy enough to add to get the most bang for the buck.

I made some initial attempts at getting the peaks of the waves to have a more
foamy texture, but it's not coming through well yet.  There is also some seaweed
flotsam but I made it pretty sparse, so it probably just needs to be shifted
into the view better.

Yes, this is an isosurface sphere with f_ridged_mf waves.

-- Chris R.


Post a reply to this message

From: Chris R
Subject: Re: Sea water
Date: 27 Sep 2022 11:00:00
Message: <web.63330f0e9763bd24fd3b3a785cc1b6e@news.povray.org>
Alain Martel <kua### [at] videotronca> wrote:

> > I started playing around with making realistic looking sea water and went down a
> > number of rabbit holes creating the island, dock, boat, curtain wall, etc... :-)
> >
> > This isn't a terribly high-quality rendering.  I have run it at very high levels
> > of anti-aliasing quality and radiosity quality where it takes about 4 days to
> > render, but the water is starting to look pretty good, so I thought I'd share
> > it.
> >
> > At some point I'll expand the scene so there's a reason the ship is there, and
> > there's a reason the walled fortress is there, but I am inviting comments on the
> > water rendering mostly.
> >
> > This is a combination of ideas and code borrowed from Christopher Hormann's
> > realistic water tutorial, and a number of newsgroup discussions about using
> > media to color the water.
> >
> > It's exciting that other people are posting their work here more frequently.
> > I'm happy the community is alive and well and still coming up with interesting
> > ideas.
> >
> > -- Chris R.
> >
>
> That's relatively calm water in a protected bay, explaining the absence
> of foam and the limpidity.
> The white ground covering looks like it's snow, so, Winter time. Why is
> the snow continuing under the water ? It should float as it quickly melt.

True, it should be somewhat calm, but even in calm bays you get some foam
floating in from further out.

The ground covering is supposed to be sand, but I haven't spent a whole lot of
time getting a good sand color.  I hadn't thought of it as snow, although that
could be an interesting experiment too, getting it to float on top of the
water...

-- Chris R.


Post a reply to this message

From: jr
Subject: Re: Sea water
Date: 27 Sep 2022 13:15:00
Message: <web.63332f2c9763bd24ecf5a77b6cde94f1@news.povray.org>
hi,

"Bald Eagle" <cre### [at] netscapenet> wrote:
> "Chris R" <car### [at] comcastnet> wrote:
>
> > At some point I'll expand the scene so there's a reason the ship is there, and
> > there's a reason the walled fortress is there, but I am inviting comments on the
> > water rendering mostly.
>
> ...
> I like the color, and the sense of depth ...

+1.


regards, jr.


Post a reply to this message

From: Mr
Subject: Re: Sea water
Date: 28 Sep 2022 11:45:00
Message: <web.63346b4a9763bd2434c7846e6830a892@news.povray.org>
"Chris R" <car### [at] comcastnet> wrote:
> I started playing around with making realistic looking sea water and went down a
> number of rabbit holes creating the island, dock, boat, curtain wall, etc... :-)
>
> This isn't a terribly high-quality rendering.  I have run it at very high levels
> of anti-aliasing quality and radiosity quality where it takes about 4 days to
> render, but the water is starting to look pretty good, so I thought I'd share
> it.
>
> At some point I'll expand the scene so there's a reason the ship is there, and
> there's a reason the walled fortress is there, but I am inviting comments on the
> water rendering mostly.
>
> This is a combination of ideas and code borrowed from Christopher Hormann's
> realistic water tutorial, and a number of newsgroup discussions about using
> media to color the water.
>
> It's exciting that other people are posting their work here more frequently.
> I'm happy the community is alive and well and still coming up with interesting
> ideas.
>
> -- Chris R.

Hi! The only issue I see so far is that the scale of the waves is too big to not
look off, relatively to the rest of the scene. If you do want such big waves
exactly where they are, then another layer of smaller scaled ones might fix it?
(these may be oriented differently in nature). I love the different texture from
bottom to top of castle walls.


Post a reply to this message

From: s day
Subject: Re: Sea water
Date: 3 Oct 2022 04:50:00
Message: <web.633aa12c9763bd249ae1a5056a8f0b95@news.povray.org>
Ah, fond memories of media and isosurface water, so many hours/days of fun
trying to get the textures right ;-)

I pretty much agree with what others have said, the texture itself is great, the
waves to me don't look right, probably a scale thing with the rest of the scene
but to me it looks like the sea is fairly choppy so I would expect some
foam/maybe a small amount of spray around the jetty. This chap had a reasonable
go at spray a few years back ;-)
http://news.povray.org/povray.binaries.images/thread/%3Cop.wy4fbhvoufxv4h%40xena%3E/

Something like below scaled correctly around the posts of the jetty might work
but maybe too much for the wave level:

sphere { 0, 1.5
 hollow no_shadow
  texture { pigment { rgbt 1 } }
  interior {
    media {  absorption 1  emission 0.9 scattering { 3 3 extinction 0.9} method
3 samples 10 intervals 1
density{ onion frequency 2 rotate <90, 0, 0>  scale <1, 5, 1>
             color_map {
              [0.00 rgb 0]
              [1.00 rgb 1]
             } // end color_map
            warp { turbulence <0.68, 1.73, 0.46> lambda 4.15 omega 0.8 octaves
10 }
             scale 0.5
           } // end density
    density{ marble frequency 1 rotate <5, 0, 0>  scale <1, 5, 1> rotate <0, 5,
30>  translate <-0.5, 0, 0>
             color_map {
              [0.00 rgb 0.2]
              [1.00 rgb 1]
             } // end color_map
            warp { turbulence <0.48, 0.73, 0.46> lambda 4.15 omega 0.8 octaves
10 }
             scale 0.6
           } // end density
      density { spherical
        warp { turbulence 0.4 lambda 4.15 omega 0.8 octaves 10 }
        density_map {
          [1-.99*.75 rgb 0]
          [1-.99*.75 rgb 1]
          [1 rgb 1] }
      }
    }
    media {  absorption 0.1  emission .15 scattering { 3 .1 extinction 0.95}
method 3 samples 200 intervals 1
      density { spherical
        warp { turbulence 0.5 lambda 2.15 omega 0.7 octaves 10 }
        density_map {
          [1-.99*.75 rgb 0]
          [1-.99*.75 rgb 1]
          [1 rgb 1] }
      }
    }
  }
  scale <3, 4.5, 1>
}


Trying to get sea to look correct where it meets the coastline is one of the
hardest things to do, it certainly would be better if you could get the foam
along that part.


Post a reply to this message

Copyright 2003-2023 Persistence of Vision Raytracer Pty. Ltd.