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I have a cylinder that I am trying to display two ripple points in.  As
though there are two points
from which the ripples originate.   I have tried the code below but only the
last defined normal takes
effect.   Is there any way to apply 2 ripples (or more) to one object?
   cylinder {<0,0,0> <0,0,0.3>, 2.4
      texture{Soft_Silver}
      normal { average normal_map {[ ripples 0.8 scale 0.04 translate
<-1,0,0> ]}}
      normal { average normal_map {[ ripples 0.8 scale 0.04 translate <
1,0,0> ]}}
   }
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Patrick Dugan wrote:
> I have a cylinder that I am trying to display two ripple points in.  As
> though there are two points
> from which the ripples originate.   I have tried the code below but only the
> last defined normal takes
> effect.   Is there any way to apply 2 ripples (or more) to one object?
>
>    cylinder {<0,0,0> <0,0,0.3>, 2.4
>       texture{Soft_Silver}
>       normal { average normal_map {[ ripples 0.8 scale 0.04 translate
> <-1,0,0> ]}}
>       normal { average normal_map {[ ripples 0.8 scale 0.04 translate <
> 1,0,0> ]}}
>    }
  Try rendering the following Pov code.
It will show two overlapping sets of rings.
You should have no problem adapting it to
your scene.
camera{location<0,0,-35>look_at 0}
light_source{<0,  40,-670>rgb 1}
light_source{<0,1000,-100>rgb 1}
plane{z, 150 texture{pigment{rgb 1}
normal{average normal_map{
[.5 ripples 1 scale .5 translate x*-5]
[ 1 ripples 1 scale .5 translate x*5 ]}scale 10}}}
Ken Tyler
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Patrick Dugan wrote:
> I have a cylinder that I am trying to display two ripple points in.
> As
> though there are two points
> from which the ripples originate.   I have tried the code below but
> only the
> last defined normal takes
> effect.   Is there any way to apply 2 ripples (or more) to one object?
>
>    cylinder {<0,0,0> <0,0,0.3>, 2.4
>       texture{Soft_Silver}
>       normal { average normal_map {[ ripples 0.8 scale 0.04 translate
> <-1,0,0> ]}}
>       normal { average normal_map {[ ripples 0.8 scale 0.04 translate
> <
> 1,0,0> ]}}
>    }
I'm not sure, but I think you can make the ripples using an average of
two (or more) wood-patterns with (I think) sine_wave and a little
turbulence.  If you use the wood-pattern, you can exactly set the
position of the ripples, because that pattern consists of concentric
circles around the origin, and the ripples' origin is a random point (at
least as far as I remember).
Hope this works.
ZK
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I think have a better way, and it's something I haven't heard of anyone else
doing.  If you can get your hands on POV 3.1, a spherical pattern is perfect
for making precise ripples.  For more than one you need to use average, but
try something like:
normal {
average
normal_map {
[1 spherical 1 frequency 5 translate 1*x sine_wave]
[1 spherical 1 frequency 5 sine_wave]
}
}
The pattern type is the replacement keyword for spherical_mapping.  I'm
pretty sure it's spherical, but I can't check it now, so someone correct me
if I got that wrong.  Anyway, it's pretty cool.
Frequency controls how many rings you get.  Sine_wave makes the ripples
smooth like a sine wave.  If I remember right, you can move the waves with
phase.  The pattern is created at the origin and is 1 unit in diameter.
-Mike
Hendrik Knaepen wrote:
>
>
> I'm not sure, but I think you can make the ripples using an average of
> two (or more) wood-patterns with (I think) sine_wave and a little
> turbulence.  If you use the wood-pattern, you can exactly set the
> position of the ripples, because that pattern consists of concentric
> circles around the origin, and the ripples' origin is a random point (at
> least as far as I remember).
> Hope this works.
>
> ZK
>
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